I’m a software engineer with over 5 years professional experience and a strong educational backing in engineering practice and theory. I’m accustomed to acquiring skills and fulfilling roles as the job mandates, including:
- source code integration
- server administration
- team management
- meeting facilitation
- peer software training
2006.08–2016.12 University of Utah
M.E.A.E. Game Engineering
- Rapid Prototyping
- A.I. for Games
B.S. Computer Engineering (Mathematics Minor)
- Embedded Systems Design
- Digital VLSI Design
B.S. Computer Science (Japanese Minor)
- Scientific Computing
- Engineering, Ethics, and Society
In a partnership with an independent designer, I’m currently developing a mobile application for the tabletop gaming market, using a cutting edge combination of tools within Visual Studio: F# and Xamarin.Forms. More details this year.
I provide one-on-one help to students of mathematics and computer science, up to and including calculus, linear algebra and statistics, as well as boolean logic, computer architecture, scientific computing, and high-level software design.
I make special effort to ensure that students are self-motivated, and to reveal the simplicity underlying these complex topics.
Most of this work has been done on a volunteer or informal contract basis.
2017.04–2017.09 Punk This Studios
Working under the direction of the company founder over a remote contract, I rewrote a prototype 2.5D game engine from SDL/C++98 into SDL2/C++11 while cooperatively working out design flaws and designing new features. We exchanged expertise regarding C++11 standards and practices, maintaining a high level of code quality through code reviews and static analysis tools.
Being a complete rewrite, my work touched every aspect of the engine:
- resource loading and management,
- procedural map generation,
- optimized pathfinding,
- rendering 2D objects in multiple layers from a 3D point-perspective camera,
- and remappable controls from multiple input devices.
Additionally, I incorporated and documented build scripts for a cross-platform build system, enabling a Linux build and bringing it into stricter C++ standards adherence.
2015.08–2016.05 Kokua Games
Maui was a 12-member professional game project at the EAE Master Game Studio, released on Steam in April 2016.
Following Hawaii native lead designer Sean Keanaaina’s direction, I contributed the implementation of Maui’s central mechanic, an innovative HUD system for modulating the player characters’s attributes in realtime. Named for the concept of Prayer, the Pule system was designed to reflect the geographic houses of the four primary gods of the Hawaiian pantheon, and made use of basic trigonometry, custom shaders and graphic design principles.
Aside from the central Pule system, I implemented the rest of the HUD using Unity 4.6’s UI framework, and integrated it with the in-game glossary, called the Halau (School). In addition, I:
- trained the team on the proper use of distributed version control,
- stepped in frequently to help resolve merge conflicts and other Git errors,
- shared my expertise in UX/UI design, game AI, physics, and linear algebra,
- assisted in design and research efforts to ensure an educational and culturally accurate experience (see: video review by GamingArcheo).
2015.08–2016.05 The Gapp Lab
Partnering with research institutions and grant groups, I was the lead engineer in two projects, using the tools (primarily Unity) and methodology of game development to provide a creative perspective on real-world, large-scale health problems. Together, we prototyped software for use on the field in Mumbai to help administer screening tests for contagious illnesses, as well as an interactive informational app for educating potential patients about the purpose, safety, and methodology of prenatal screening tests.
Some of the challenges faced in these two projects included:
- providing regular mockups and builds to partners and incorporating feedback,
- interfacing with RedCAP databases in a HIPAA-compliant manner,
- importing and parsing data from portable blood screening devices,
- ensuring language-independent UI and pictographic design,
- representing statistical data in interactive, exporable ways,
- and procedurally animating many small actors using Game AI techniques.
Founded by industry veteran Jon Dean, XacFAQ used Unity to produce social games and apps. I was hired in 2014 on a contract with a third party to develop a mobile app tie-in to a popular Facebook-centered franchise.
We practiced iterative UX design, working directly with the partner company and lead designer to prototype, review, and finalize the user interface. My work involved:
- in-depth familiarity with the NGUI framework for Unity 4.0,
- manual optimization of art assets for the Unity pipeline,
- client-side JSON-based server interactions,
- and integration with plugins for Facebook accounts and in-app purchases.
2012.01–2014.04 J. Willard Marriott Library
Working in the library’s Apple IT Services group, which oversees hundreds of Mac workstations and servers across the University of Utah campus, I was assigned special software projects such as:
- automated computer kiosk proxy whitelist management,
- automated software and driver packaging for users of campus printers,
- and ZEROCONF/Bonjour-compatible campus-wide printer service discovery.
As a computer support technician, I also shared responsibly for software package updates and maintenance, and responding to technical support tickets.