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I had 2 dreams growing up: become a game developer or become a rock star. After a stint with a local rock band during high school I realized that the music industry wasn’t for me, and went off to college shortly after the band disbanded.

After finishing my undergraduate computer science studies, I attended grad school at the SMU Guildhall to pursue my dream of being a game engineer.  During grad school I worked on projects covering a plethora of game engineering topics such as gameplay, AI, graphics, networking, and core, and in so doing I now have a solid generalist understanding of the entirety of game engineering.

Since graduating I’ve had the privilege of working at several prestigious game studios including LucasArts, Crystal Dynamics, and my current employer Electronic Arts – Visceral Games. During this time I’ve worked on such high profile titles as Star Wars 1313, Rise of the Tomb Raider, Battlefield: Hardline, and Need For Speed (2015).  In my career as a professional game engineer I have narrowed my focus primarily to gameplay and UI.

I’ve enjoyed working in all these areas of game engineering, and I enjoy solving challenging problems and writing quality code.

Thanks for stopping by, and please feel free to contact me if you have any questions or comments.