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 artwork

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 22 artwork

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

FingerWorks Telestrators

Pocket Pinata Interactive · 2017-2018

Implemented and integrated 4K live-video streaming functionality for professional broadcast tooling.

Freefall Tournament

Freefall Tournament

Y8 via Upwork · 2016-2017

Helped convert an established Unity Web Player title to WebGL for modern browsers.

Tropical Blast

Tropical Blast

Pocket Pinata Interactive · 2017-2018

Built features for a synchronous match-3 game with live tournaments, leaderboards, and rewards.

GoldMania

GoldMania

Truly Social Games · 2019

Developed gameplay, UI, tools, and service integrations for a social mobile game.

Harry High Dive

Harry High Dive

Pocket Pinata Interactive · 2017-2018

Learned GameMaker quickly and delivered improvements for a released casual title.

Mobile deck-building prototype

Mobile deck-builder prototype

Independent contract · 2013-2016

Built a playable combat prototype from concept as an independent developer.

Want to discuss the engineering?

I’m happy to talk about the responsibilities and technical decisions behind this work.

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