Over the years I’ve had an opportunity to work with a variety of talented studios, each with their own development methods and production ideologies. These experiences have provided me valuable insight into the different disciplines and techniques used in game development, and has taught me how to adapt my approach to design problems based on the specific needs of a project and whatever tools are at my disposal.

From proprietary game engines and data toolsets to mainstream 3rd party engines, SDKs, and middleware solutions I’m comfortable working in any type of software/development environment. Additionally, I’m passionate about mathematics and intentionally continue to expand my knowledge in that area, as well as related fields such as cryptography and computer science.

Below I’ve listed the programs and tools I’m most familiar with as well as some of the university mathematics courses I’ve completed.

Tools and Programs
– Maya
– Blender
– Photoshop
– Perforce
– Microsoft Office Applications
– Unity 2D/3D
– Unreal Editor

Languages and Scripting
– C
– Java

Mathematics & Physics Knowledge
– Algebra
– Trigonometry
– Precalculus
– Calculus 1
– Calculus 2
– Calculus 3
– Matrix & Linear Algebra
– Discrete Structures
– Physics 1
– Physics 2
– Statistics

Game Development Techniques and Professional Experience
– Gameplay Tuning
– Combat/Traversal
– Vehicles
– Cameras
– Strings
– Level Design
– Entity Placement
– Game Progression
– Difficulty Balancing
– Challenge Tuning
– Achievements
– Low-Poly Modeling (White Box/Collision)
– Scripting
– Rapid Prototyping
– Data Migration
– GDD and Feature Spec Writing
– Pitch Documents
– Flow Charts/Spreadsheets
– Game Theory
– Monetization
– TRC/TCR/Lot Check/Mobile Compliance
– Scrum/Agile Production
– Version Control/SVN

Samples of my work (documents, spreadsheets, prototypes, etc.) as well as professional references and endorsements are available by request.