Selected work
Projects
The useful question is not only what product I worked on, but what I was responsible for. These notes focus on my contribution and the engineering outcome.
All products are collaborative efforts. Artwork is shown at a compact size for identification, and confidential work is omitted or generalized.
Warcraft Rumble
Blizzard Entertainment · Unity / C# · 2021-Present
Primary Unity client engineering across gameplay, simulation, UI, platform integrations, internal tools, engine upgrades, live operations, and production support.
Official game site ↗
Features
Shipped gameplay and event work including Thrall and Druid of the Claw, alongside UI, simulation, and supporting systems.
Performance
Reduced runtime memory by approximately 600 MB and improved startup and login initialization by approximately 30%.
Platforms
Worked on authentication, guest accounts, recovery, Play Asset Delivery, Braze, deep links, compliance, and SDK boundaries.
Team contribution
Built tools, supported releases and hotfixes, reviewed designs, and helped other engineers work safely in the client.
EA Sports NHL 20, 21, and 22
Electronic Arts · C++ / Lua · 2019-2021
Hockey Ultimate Team and Rush systems, UI and presentation, tools, backend RPCs, and engine-transition work across three annual releases.
EA Sports NHL ↗
Online systems
Refactored more than 20 client-server RPCs with their supporting presentation and UI flows.
NHL Rush
Created the tooling and core game-mode template, then owned UI, bindings, matchmaking configuration, backend RPCs, and rewards.
Hockey Ultimate Team
Built features, UI, backend RPCs, and workflows for Rivals tuning data and pre-game progression.
Engine transition
Supported product systems during the move from Ignite to Frostbite while continuing to ship annual titles.
Selected systems work
Representative technical work beyond the two large shipped products above.
Map streaming and memory
Reengineered OpenStreetMap tile loading with object pooling at Truly Social Games, eliminating leaks, unbounded creation, and disruptive garbage-collection spikes.
Rapid prototyping and server engineering
Quickly prototyped game ideas for Capcom Japan, then extended my work into server-side engineering while the team was still without a dedicated server engineer. I built a non-blocking matchmaking and data service with custom async/await networking.
Independent delivery
Delivered more than 30 games, prototypes, and interactive applications, including a custom Unity UI framework created before UGUI was available.
Earlier projects
Selected work from smaller studios and independent contracts.
FingerWorks Telestrators
Pocket Pinata Interactive · 2017-2018
Implemented and integrated 4K live-video streaming functionality for professional broadcast tooling.
Freefall Tournament
Y8 via Upwork · 2016-2017
Helped convert an established Unity Web Player title to WebGL for modern browsers.
Tropical Blast
Pocket Pinata Interactive · 2017-2018
Built features for a synchronous match-3 game with live tournaments, leaderboards, and rewards.
GoldMania
Truly Social Games · 2019
Developed gameplay, UI, tools, and service integrations for a social mobile game.
Harry High Dive
Pocket Pinata Interactive · 2017-2018
Learned GameMaker quickly and delivered improvements for a released casual title.
Mobile deck-builder prototype
Independent contract · 2013-2016
Built a playable combat prototype from concept as an independent developer.