(Download Resume: .pdf / .doc)



Software / API


  • C/C++
  • Java
  • Unrealscript
  • C#
  • HLSL
  • GLSL
  • Unreal Development Kit (UDK)
  • Torque
  • Visual Studio
  • Eclipse
  • DirectX
  • OpenGL
  • TortoiseSVN
  • 3ds Max Exporter API
  • Android
  • Artificial Intelligence
  • Skeletal Animation
  • Collision Detection/Response
  • Numerical Integration
  • Computational Shaders
  • Byte-code Compilers
  • Networking
  • Concurrency
  • Procedural Terrain

Team Game Experience

Blastrobots                 [Arcade-style top-down action game built in UDK]

Programmer (5 Months, 14 Developers)

  • Created flexible artificial intelligence system supporting seven different enemy types with distinct behaviors as well as multiple boss-type enemies
  • Collaborated across disciplines to build scripting tools for level designers in Kismet
  • Constructed critical gameplay systems including unique death/revive system

Food Feud                    [First-person multiplayer capture-the-flag game built in UDK]

Technical Lead (4 Months, 7 Developers)

  • Created technical implementation schedule and coordinated tasks
  • Managed game state over client/server network architecture
  • Expanded artificial intelligence systems to understand custom capture-and-defend flag system and intelligently use custom weapons and abilities.

Sludged                        [Side-scrolling action game built in Torque2D]

Technical Lead (2 Months, 3 Developers)

  • Implemented gameplay systems including character hover and particle spray weapon
  • Built animation system that responds to game state and player input

Treads of Glory           [Top-down shared-screen multiplayer combat game built in C++]

Programmer (2 Months, 3 Developers)

  • Designed and constructed custom physics engine to handle actor movement, collision detection and collision response.


Master’s Thesis                             [Adaptation of Box2D to non-Euclidean spaces]

  • Supports space where portals alter position, rotation, size and mirroring of rigid bodies
  • Bodies can span an arbitrary number of portals simultaneously in parallel or series
  • Simulation and visualization maintain consistent sixty frames-per-second
  • Objects come to rest stably even when stacked and under a constant force such as gravity

Solar Nebula Simulation              [Massive physics simulation on GPU]

  • Wrote computational shader program to process collision and rigid body movement
  • Created thread-safe spacial bucketing algorithm
  • Supported 65,536 simulated bodies in real-time

Net-Tofu                                        [Real-time server/client network game]

  • Developed server to run on both Windows and Linux
  • Built guaranteed messages, throttling, dead-reckoning and timeout functionality over UDP using Winsock(Windows) and Socket(Linux) APIs
  • Supports five or more players in conditions of high latency and frequently dropped packets

Additional Experience

Computer Remedies, Morden, Manitoba    May 2011 – August 2011

Computer Technician/Sales Associate

  • Repaired hardware and software related computer problems
  • Sold and configured cellphone and home phone services

A2Z Development, Lake Forest, CA             March 2011 – April 2011

Quality Assurance Tester

  • Discovered and documented defects in Google Android software integration
  • Mentored team members


The Guildhall at Southern Methodist University              Dallas, Texas

Expected to graduate May 2013

Master of Interactive Technology, specialization in Software Development

Canadian Mennonite University                                         Winnipeg, Manitoba

Graduated August 2007

Bachelor of Arts, major in Computer Science