About


I’m a Senior Unity Developer with a focus on building reliable, efficient, and maintainable UI, gameplay, and core systems. Having worked through multiple full development cycles, I’ve learned how to bridge disciplines and collaborate closely with Design and Art teams to create simple, high-performance solutions. I take ownership of project stability and make sure systems are delivered on time and to spec.

Experience


Broken Circle Studios

May 2025 to present

Senior Software Engineer Unity / C#

Engineer on various premium mobile projects, designing and implementing core systems for rewards, collectibles, player profiles, seasonal content, and board mechanics. Focused on ensuring modularity, maintainability, and performance of gameplay components, collaborating closely with design and art teams to polish the player experience.

Unplay, Inc

November 2023 to May 2025

Senior Software Engineer Unity / C#

Senior programmer reporting directly to the CTO, executing critical UI and gameplay features for a VC-backed immersive storytelling platform. Integrated complex database backends, implemented voice and video chat functionality, and developed custom Unity tools to streamline production pipelines, enhancing efficiency and product quality.

Wimo Games

February 2022 to November 2022

Lead Software Engineer Unity / C#

Managed a small engineering team as technical lead for RPG Dice: Heroes of Whitestone, overseeing live operations, rapid bug resolution, and continuous version updates. Ensured seamless gameplay experiences and timely content delivery, driving player engagement and retention.

Wimo Games / Kingsisle Ent.

February 2013 to February 2022

Software Engineer Unity / C#

Generalist programmer focused on gameplay systems and UI. Collaborated with Game Design, Art, and Core Tech teams to rapidly iterate on game concepts. Contributed to multiple mobile game projects, including the globally released RPG Dice: Heroes of Whitestone. Produced polished and efficient Unity components, prefabs, and custom tools. Implemented gameplay mechanics and service code. Responded to bugs and playtesting feedback through several full game cycles, from prototype to live release.

Paul Bernhart Exhibits

February 2010 to February 2013

Interactive Programmer ActionScript / AIR

Designed and developed interactive multimedia exhibits for museums and private clients. Prominent projects include exhibits in the Perot Museum of Nature and Science and Garden of the Gods Visitor Center.

Projects


RPG DICE: Heroes of Whitestone

Developer on a mobile hero collector featuring a complex 5v5 turn-based JRPG-style combat system with team mechanics and status effects. Gameplay developer and primary UI developer, working on numerous systems including combat, inventory, guild features, achievements, and analytics. Implemented seasonal and rotating events, and a competitive PvP Arena with integrated leaderboards.

RPG DICE: Heroes of Whitestone

War Goonz

Primary UI developer for a strategic tower defense mobile title with a comedic post-apocalyptic flavor. Refined enemy AI, resource management, city building, and async multiplayer raid mechanics, optimizing for player challenge, fun, and retention.


Monster Battle World

Developed robust monster collection, evolution, and base management systems alongside rage and special ability combat mechanics. Designed campaign and challenge city levels while strategically balancing progression, ensuring compelling gameplay and long-term engagement.