I write C++ and backend code, build engines and tools from scratch, and profile and optimize systems until they're fast and reliable.
I design gameplay.
I engineer systems.
I'm a software engineer and technical designer in Seattle. At Oracle Health, I built backend risk scoring algorithms. At Microsoft, Xbox Game Studios, Undead Labs, I designed enemy AI and combat and built C++ systems and tools used across the team.
Open to software engineering roles (C++, backend, gameplay, tools) and technical design roles (technical, gameplay, combat, AI, systems).
I connect design intent
to engineering execution.
I design gameplay and AI systems in Unreal Engine 5, prototype them in Blueprints and C++, build the tools to debug them, and tune them with data until they feel fun.
State of Decay 3
How I approached Feral combat, perception, defensive behavior, infection risk, audio readability, and the tools that made iteration faster.
Explore the case study ↗Design depth.
Technical range.

Crimson Knight ↗
I designed and programmed a boss who learns your habits and counters them, raising Phase 1 success from about 10% to about 35%.

C++ Game Engine ↗
I built a data driven C++ game engine from scratch where game objects are defined in JSON, so changes need no recompiling.

Bloons TD5 ↗
I built the gameplay systems for a six person recreation on my engine, and cut collision time from about 1.5 ms to 0.6 ms a frame.

Design Tuning Copilot ↗
I built a Python tool that simulates 4,800 fights to tune a combat encounter, then asks an LLM for fixes and checks every one.