Game Developer
CreatureTime LLC (Founder) - Remote
As Content Creation
Scaled Wyvern
Conceived and delivered a highly realistic, user-friendly wyvern avatar base for VRChat, successfully launched and sold on Gumroad.
Furality Promotion Video
Wyvern Gear Accessory Video
- Engineered the avatar for intuitive use, making the end-result accessible to new users.
- Provided direct customer support, resolving issues to maintain product quality and user satisfaction.
- Managed end-to-end merchandising, driving sales and fostering direct customer engagement through promotion and communication.
As Game Developer
Unannounced Project
Game development for an unannounced multiplayer FPS game using Unreal Engine 5.
- Research and development for the game prototype.
- Writing internal documentation for the project (overview, scope, and vertical slices/milestones).
- Planning iterative development for releases.
- Recruit people to help with game development.
HyperCollider LLC (Contract Game Development)
Contracted game developer for an unannounced Unity game.
- Given an abandoned project and extended the existing code to support the game deliverables.
- Developed a Sequence Graph Editor to handle dialogue and other sequence triggers (such as sound, screen fades, and etc).
- Converted existing Final Draft files into game data for dialogue.
- Provided deliverables that allowed the client to play through the game during major milestones.
- Designed mini-games ("Wordle" with numbers, memory game, and action timer game).
February 2024 - Present
Tools Programmer
Ready At Dawn - Irvine, CA / Remote
Worked at Ready At Dawn for a total of 7 years as a Tools Programmer. Wrote tools for various DCCs (Maya, Zbrush, Substance Painter, etc) and their proprietary game engine.
Lone Echo · Echo VR · Lone Echo 2 · Deformers
- Worked with the tools team to come up with a solution for exception reporting and implemented it end-to-end using the Django API.
- Set up a meeting to go over the history of the unit tests with the rest of the team and shared possible solutions and received feedback from the rest of the tools team. After changes were made, needed to inform the test team of the changes and new workflow for reporting results.
- Discussed with a couple stakeholders from various teams to improve performance and contain necessary features for searching, thumbnails, and navigating the viewer. Improved the performance and optimized memory usage.
- Pitched a solution to a concern with node graphs and implemented it end-to-end. Worked with and gathered feedback from other team members that had insights on improving the node graph data structure and allowed us to expand connections and nodes depending on their node types. Some compromises were made.
- Took the initiative to take ownership of the Particle Graph and Particle Effect editors while replacing the back-end to fully deprecate and remove an obsolete back-end.
- Given the task and a stakeholder to come up with solutions for the 8 hour ZBrush to Maya workflow that was costing artists time and the company money and reduced it to 5 minutes for a new hero model.
August 2016 - April 2023
Build Verification / Tools Tester
343 Industries - Kirkland, WA
Contracted by Microsoft as a Build Verification Tester. Our team ensured that other teams can work for that day per daily build and helped test any new features submitted to the pipeline.
- Run daily BVT (build verification testing) for level editors, Maya tools, and in-game single and multiplayer testing.
- Communication with developers and producers when debugging issues.
- Handle requests for private BVT passes.
- Creating/modifying test cases to fit current project needs.
- Deal with Call Stacks to help identify issues to assist debugging.
- Tested side BVTs such as weapon testing and multiplayer game mode testing.
August 2013 - July 2016