February 15, 2017

After joining up with what started as a very small studio called Sparkypants it might be easier to list the areas of code I didn't work on. This game was developed in our own in-house engine that was forked from my personal codebase, called the ShootyEngine, that was renamed and developed as the Sparkle Engine. As lead render programmer I developed much of the renderer and build system as well as playing a major part in engine and tools development.

The Order: 1886

February 20, 2015

In 2012 I moved to sunny SoCal to start at Ready at Dawn. In just over two years there I developed their streaming system for seamless level loads, lightmapping with automatic UV generation and packing, distributed GI baking, cloth rendering, and memory management tech.

Kingdoms of Amalur: Reckoning

February 7, 2012

I started at Big Huge Games on the project that evolved into this title as an intern in 2007 then returned in 2008 as a full-time graphics programmer. During my time there I worked on terrain rendering and editing, distributed PVS baking, streaming, impostors, and console porting and performance.