Brief
I am a highly-skilled and driven software engineer primarily working in C++. I have a proven track
record of delivering reliable and effective implementations in any area of the software stack I am
put in. I am known for my thorough problem-solving and research, both when developing a feature or
debugging an issue. No matter if an issue or feature is mission-critical or otherwise, I can be
relied upon to deliver quality results.
Employment History
AccelByte Inc
Software Engineer III
March 2023 - Present
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Assisted in development of Payday 3 by Starbreeze Studios.
Primary tasks involved working directly in the game's C++ code to implement multiplayer
features such as matchmaking and server management. Also assisted with getting the game
through console certification and platform services compliance.
Software Engineer II
January 2022 - March 2023
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Assisted in development of Splitgate by 1047 Games. I worked alongside a small team of
game client engineers from AccelByte and 1047 Games directly in the game's C++ code to
port from a bespoke backend solution to AccelByte services.
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Helped build a new solution for managing party and game sessions in AccelByte's core
offering. My primary focus was in writing the Unreal C++ SDK and OnlineSubsystem code to
interact with the backend API endpoints, leading two other engineers to assist in
development. Additionally, I worked with the backend team on some of the design of the
service to ensure quality for customers.
Software Engineer
August 2020 - January 2022
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Worked on two contracts for two major publishers to create Unreal UMG UI for a
cross-game and cross-platform social platform. Utilized both C++ and Unreal Blueprints.
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Assisted in development of The Anacrusis by Stray Bombay. My primary focus was with
initial integration of our online services to the game's C++ code. Including log in,
matchmaking, and game server management. Additionally assisted with getting the game
through console certification requirements.
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Worked as the sole initial C++ engineer on a mission-critical initiative to create an
Unreal OnlineSubsystem implementation for AccelByte services.