November 1991 - current

I'm a Gameplay Engineer at Pocket Gems in San Francisco. Starting in 2012, I cut my teeth on a few of the company's shipped titles and then moved on to R&D prototype games. My main expertise is Unity with C#; in the past I worked in iOS with Objective-C, and also had a brief foray into Unreal Engine with C++ and Blueprints. My focus is bringing game designs to life and providing the tooling that the team needs.

As a kid, I spent an inordinate amount of time playing the classics: Super Mario 64 (1996), Diablo 2 (2000), and Super Smash Bros. Melee (2001). I was also a big fan of Zelda: Wind Waker (2002), and my fastest Cave Story (2004) Sacred Grounds time was 3'39"3. In the 2010's, I enjoyed Pokémon XY (2013), both Dark Souls (2011) and III (2016) (I skipped II), the couch co-op of Overcooked (2016), Zelda: Breath of the Wild (2017), and Hades (2018). Most recently, I've played a lot of Elden Ring (2022).

Aside from game development, I play the piano (and a little guitar), do gymnastics, and cook lots of breakfast fry-ups. I've also done a small amount of design and illustration work in my spare time.


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!).

Thesis Thumbnail Physics Thumbnail