Skybound | QuarterUp Games
Gameplay Engineer
2024 - 2026
Invincible Vs. (Unreal Engine)
Fighting games are near and dear to my heart and working on Invincible Vs. was no different. Within the small and adaptable team, I was a key
contributor to the game's mode and tool infrastructure focusing on elements that expedited designer iteration and player learning. I was the
primary dev behind its game AI systems and internal/external practice tools. In doing so I authored UI/UX widgets, engine commands
and data utilities, and a modular component that could be attached to any match for easy access to a "Training mode" tool suite.
I also authored the primary mode flow used throughout the game, allowing engineering to streamline game mode creation. This "Mode Manager" allowed relevant
data and UI to persist across the lifetime of player-facing modes, even during world transitions or network travel.
Playstation | Visual Arts Group
Senior Gameplay Engineer
2021 - 2023
The Last of Us Pt. I (Proprietary Engine)
In the series' Part 1 remake, I worked closely with the game and AI systems, focusing primarily on accessibility and immersion. I worked closely with
the design team to expand on iterative game AI behaviors, ensuring coordination and fairness in the underlying knowledge dispatcher. Aside from AI, I was heavily involved
in the weapons systems of the game, working especially often with the bow & arrow - providing animation support, legacy features from the original game (such as in-game arc trajectory vfx),
and homing/lock-on features that improved accessibility.
The Last of Us Pt. II Remastered (Proprietary Engine)
My main focus was prototyping and exploring innovative ways to play the game. I was the engineer spearheading the creation of the eventual
Chronological mode feature, reordering the game's event progression to be portrayed linearly. This proved to be a delicate process, requiring new methods of
tracking completed checkpoints and caching/preloading assets for seamless progression and to uphold the series' cinematic quality standard.
Activision | Sledgehammer Games
Multiplayer Gameplay Engineer
2016 - 2020
Call of Duty: World War II (Proprietary Engine)
During the pre-launch dev cycle of WWII, I worked primarily with the weapons systems, animation, and game AI specific to the multiplayer modes. Some of this included supporting
systems to spawn and coordinate AI agent scorestreaks (such as paratroopers), proving a weapon inspect feature for players to flex their cosmetics, and iterating on core navigation systems
that improved prone movement and corpse animation/ragdolling.
Post-launch, I rapidly expanded my skillset to support the live game. I regularly performed content deployment, integrating bugfixes and content into patches and pushing it live to players
across the globe using our in-house deployment systems. I continued to expand on features and regularly monitored and collaborated on fixes and improvments based on player feedback.
Call of Duty: Vanguard (Proprietary Engine)
My time on Vanguard was primarily the ideation and iteration on a playable prototype that later became the Arms Race mode. With a goal to allow small-scale player level creation, I expanded
the feature-set of our interactive in-game actors and allow them to spawn dynamically in-game.