Software Engineer with 20+ years building real-time systems, shipped games, cross-platform SDKs, and AI-integrated applications across mobile, desktop, console, and XR — with deep experience leading cross-functional teams to bring those visions to life.
I've spent my career turning complex ideas into production-grade systems — whether that's a commercial PS4/PC title built as the sole engineer, a real-time neural data platform processing EEG signals on mobile devices, or GPU-accelerated generative AI pipelines.
The stack has never been a constraint. For over two decades I've built across game engines, native mobile, real-time data pipelines, databases, hardware integrations, cloud infrastructure, and AI systems — shipping production code in Unity/C#, Swift, Kotlin, C++, Python, GraphQL, Docker, and more.
I care about clean architecture, performance, maintainability, and solving the problems at hand with the right system.
I've been fully remote for well over a decade, collaborating with founders, engineers, artists, and stakeholders spread across the US, Europe, and beyond. Distributed teams, async workflows, and timezone-spanning communication aren't adjustments I've had to make. My location agnostic nature also opens the door to relocating when an on-site or hybrid model is required.
Commercial sci-fi action-adventure title. Developed over 90% of the code, building a custom scripting system, adaptive music system, advanced NPC / AI behaviors, editor and designer tools, and a full cross platform save system.
Developed unified cloud platform powering multiple generative-AI services for real-time voice, music, and 3D content. Docker-based GPU inference on RunPod, Unity-native SDK bridges for iOS/Android authentication.
Architected the Arctop Central ecosystem: on-device TensorFlow Lite AI pipelines for real-time EEG processing, native iOS/Android apps (Swift & Kotlin), Unity as a library integration, cross-platform SDKs, BLE device communication, and GraphQL / AWS integration. Earlier work included crafting XR experiences for HoloLens, and a plethora of small mobile games.
Ported a high-traffic mobile title from a legacy C++ codebase to TypeScript. Architected the core social client system, integrating Facebook SDK for authentication, friend data, and cross-device progression sync.
Led UI development for DreamWorks' MMO built in AS3/Java. Developed numerous gameplay features including chat system, animation system and mini games. Contributed to proprietary engine development in C++.
Real-time trading assistant built natively in SwiftUI. Transforms noisy chat data into actionable trading signals with immediate alerts. Integrated connection to multiple charting software (TradingView, Option Stalker Pro, TC2000). Built a cross boundry VM Mac -> Windows listener service.
A specialized trading journal built natively in SwiftUI. Mimics a chat-style interface for rapid logging of trades and thoughts. Features smart financial tagging, session-aware day calculation (CME), and deep contextual navigation.
Architected a unified cloud platform powering multiple generative AI services for real-time voice, music, and 3D content. Built Docker-based GPU inference pipelines on RunPod and Unity-native SDK bridges for iOS and Android. Led a small engineering team through production, hiring, and technical decisions.
Key technical leader reporting to the C-Suite across a 7-year tenure. Owned the full technical architecture of a real-time EEG processing platform — on-device ML inference via TensorFlow Lite, native iOS and Android apps, BLE device integration, and GraphQL data stack. Built and maintained the cross-platform ArctopSDK for Unity3D, iOS, and Android, embedding Unity as a library within native mobile apps. Led development of multiple products built on top of the SDK including HoloLens and XR experiences. Mentored engineers, led cross-functional teams, and delivered a strategic integration with the U.S. Air Force Academy.
Ported Bubble Shooter Arcade from legacy C++ to TypeScript. Architected the core social client system, integrated Facebook SDK, and built cross-device data sync.
Sole engineer on the commercial title Divide, shipped on PC and PlayStation 4. Built 90%+ of the codebase — in-engine scripting system, ProtoBuf-based serialization, Behavior Tree AI, adaptive music system, custom editor tooling, and PS4 certification.
Gameplay mechanics and UI for a Square Enix social title in Unity3D. Built a runtime-customizable avatar system with dynamic mesh and material swapping.
Led UI architecture for the Kung Fu Panda World MMO. Built core systems including chat, inventory, and client-server networking. Later contributed to the proprietary Trilogy Touch iOS engine as an offsite contractor.
Built a C++ multiplayer networking module for an FPS engine from scratch, implementing TCP/IP and UDP over WinSock under a tight deadline.
C++/Java client-server applications interfacing with complex telecom hardware.
Intranote corporate messaging and remote administration. Templated data driven website for social security administration.