Unity / C# Gameplay Engineer building reliable gameplay systems, user interfaces, and production tools across multiple full development cycles. Working with engineering, design, and art to ship fun and polished games.
Core systems for rewards, collectibles, player profiles, seasonal content, and board mechanics on premium mobile projects. Focused on modularity, maintainability, and close collaboration with design and art.
Reported to CTO. Shipped critical UI and gameplay features for a VC-backed immersive storytelling platform. Integrated complex database backends, voice/video chat, and built custom Unity tools to streamline production.
Nearly a decade with the same team through the company's split into a dedicated mobile studio. Started as a generalist engineer across gameplay systems and UI, working on multiple mobile projects from prototype through live release. Promoted to technical lead on RPG Dice: Heroes of Whitestone, running live operations, rapid bug resolution, and continuous version updates while coordinating a team of four engineers.
Interactive multimedia exhibits for museums and private clients, including the Perot Museum of Nature and Science and Garden of the Gods Visitor Center.
Mobile hero collector with a 5v5 turn-based JRPG combat system. Gameplay developer and primary UI developer: combat, inventory, guilds, achievements, analytics, seasonal events, and competitive PvP Arena with leaderboards.
UI Programmer on kid-focused, tactical, turn-based MMORPGs. Scaleform with AS3, front-end interfaces and new features.
Brand based match3 character collector. Features and systems engineer - UI, progression mechanics, character collection, tutorials, reward systems, narrative systems.
Online social roleplaying game. Rapid prototyping of experimental mechanics and immersive systems, building a universe of novel social experiences from scratch.
Strategic tower defense with post-apocalyptic flavor. Primary UI developer: enemy AI, resource management, city building, and async multiplayer raid mechanics.
Monster collection, evolution, and base management with rage and special ability combat. User interface and gameplay systems.