November 1991 - current
I'm a Mobile Engineer at Pocket Gems in San Francisco, where I'm currently working on an upcoming release. Over the last six years, I've worked on several mobile titles, including Tap Pet Hotel, Epic Empire, Campus Life, the start-to-release development of Runway Life, and War Dragons.
Founded in 2009, Pocket Gems is a pioneer in free-to-play mobile gaming. Investments include $5 million from Sequoia Capital in 2010 (VentureBeat), $60 million from Tencent in 2015 (WSJ, TechCrunch), and another $90 million from Tencent in 2017 (WSJ, TechCrunch).
I've worked in iOS with Objective-C as well as Unity with C#, and most recently Unreal Engine with C++. My favorite language is C++11, although C# is a close second.
I am intimately familiar with the game mechanics of Super Mario 64 (1996), Diablo 2: Lord of Destruction (2001), and Super Smash Bros. Melee (2001); my favorite game tech-wise is Zelda: Wind Waker (2002). My fastest Cave Story (2004) Sacred Grounds time was 3'39"3.More recently, I've also enjoyed Pokémon XY (2013), both Dark Souls (2011) and Dark Souls III (2016), Zelda: Breath of the Wild (2017), and the couch co-op of Overcooked (2016).
Recruiting? Here's my latest (early 2019) résumé:
Also available as HTML, although I'm not sure why you'd want such a thing.
I studied computer science at UT Austin, completing the Turing Scholars honors program in 2012. In the absence of a game development track (which was rolled out in 2013), I took CS 378: Game Technology, the first game-development class offered at the school, as well as CS 379H: Honors Thesis, where I wrote a thesis on the physical simulation of vegetation. In the process, I also developed a toy physics engine (check it out on GitHub!).