Portfolio

This may be more of an extended resume, but here I have elaborated on major gaming projects I worked on in my professional and educational careers.

IOS/Android Ports of Unreal Engine 3 Games (2026 TBA)

I was hired on a contract to port two titles ca. 2012 and 2013 to be updated for release on modern IOS and Android platforms with a new distribution platform. These titles were built in UE3 and were massively out of date, requiring extensive engine updates and fixing outdated graphics and audio libraries. I focused on the iOS port and guided a team working on the android port.

The titles needed to be built, cooked, and deployed to modern 64-bit configurations for both platforms. The graphics plugin needed to be updated from Apple’s deprecated OpenGLES framework with EAGL to Google ANGLE’s implementation of GLES2 with EGL which translates the OpenGL into Metal. The audio plugin was updated from Apple’s deprecated OpenAL framework to the OpenAL Soft implementation of it. Many other one-off instances of deprecated code related to Apple’s updates to their frameworks were also addressed. The games are complete and run on both platforms, and are only pending finalization of their release strategy.

Project Bifrost (PC)

This is/was a very large live service extraction shooter game worked on with a AAA-sized team made in UE5. I worked on it for around 3 years until December 2024 when People Can Fly had significant layoffs.

I assisted as an engine programmer from a late prototype stage to vertical slice to early playtesting. I had a variety of responsibilities, such as maintaining servers, build health, bug fixing, engine updates, feature requests, build pipeline maintenance, etc. The builds were made multiple times a day in Jenkins. At the early testing stages I maintained a steam server system, but we eventually set up a Docker-containerized AWS server which would deploy on demand from our matchmaking system. Briefly we were using PlayFab but we switched to Pragma for our backend.

The day-to-day was often looking into bug fixes, API integrations, updating build tools, and improving server health. There were some initiatives I was leading, the last of which was exploring server memory usage and trying to get it to hit certain targets to improve hosting costs. Very deep profiling with Unreal Insights and Very Sleepy helped determine that the giant map size causes the object hierarchy to use up a surprising amount of memory, and initiatives to improve memory usage and performance were in place before I was laid off. Another was looking into network performance issues, which turned out to be the outgoing network queue hitting capacity. We carefully updated message priority for many networked systems to make sure that the important network traffic could update at a satisfying rate.

Project Dagger (PC)

My time on Dagger was fairly short, as I was temporarily there while they waited for a placement on Bifrost to open for me. It is/was an open world survival game made in UE5. I helped work on some engine updates, bug fixes, and some updates to the online subsystem.

Warhammer 40,000: Dakka Squadron (2020, PC, Android, iOS, tvOS)

This title was made in Unreal Engine 4 and my responsibilities were mostly with networking, bug fixing, tool maintenance, and especially leading the build infrastructure for building to multiple platforms and fixing platform-specific issues. The game was part of Apple Arcade and we had a tvOS SKU, and navigating the quirks of developing and releasing for Apple TV was an interesting challenge. We did also experiment with a MacOS release, though it was determined to be more trouble than it was worth at the time.

Predator VR (2019, PC VR)

This is a title I briefly contributed to, mostly related to gameplay systems and bug fixing. One fun feature I worked on that unfortunately was removed for design reasons was a team mate system where you can quickly assign computer-controlled team mates to be stationed at certain locations or to follow you.

Project Sanctuary/Days of Doom (iOS, Android)

Project Sanctuary was a mobile resource management/strategy game to be published by Atari that we made in Unreal Engine 4. It was mostly a complete deliverable, though unfortunately our version not released before we had to stop working on it. I was responsible for the mobile release pipelines, platform-specific bug fixes, and integrating third-party APIs. One of those APIs we used was AccelByte as the backend service for account management and monetization. There was also an ad integration API which I remember taking a lot of manual configuration to be compatible with Unreal.

OmniBus (2016, PC, Mac, Linux)

OmniBus is a Unity game that was developed over 2015-2016, funded with a Kickstarter and was published by Devolver Digital. I was the sole programmer for the project, as well as musician. My buddy Amir and I worked on the design and art together. It is a physics-focused game, so a lot of time was put into making the physics feel the way we wanted it to for our design. There is a bit of linear algebra magic to making the buses have such an arcadey snappy hairpin turn without the physics messing up, which seems a fair bit harder to implement in the latest PhysX engine in my opinion.

Every level had its own gimmicks and mechanics, so I had to make a lot of different gameplay systems, and added a local multiplayer system surprisingly quickly so that we could showcase the game more easily at conventions. I also was able to learn about Steam integration with this title.

Play it! It’s fun.
https://store.steampowered.com/app/415740/OmniBus/

Detective T. Pose (2015, PC)

A fun little Unity project I worked on with a team as my Capstone project in my undergrad, which helped me learn the physics math that I would be able to expand in OmniBus. It involves a film-noir detective that is stuck in a T-pose and must hop and roll around. I’m not sure if the game is available anywhere any more but there are videos of it out there.

Unlisted Work

I am consistently working on some side projects to make sure I can stay current with Unreal and Unity. Many many years ago I made my own games using XNA, later MonoGame, which required me to hand-roll my own systems for managing objects and gameplay systems as those APIs mostly provided rendering and audio support. During college, as part of coursework I hand-coded a rendering engine and a multi-threaded audio engine. I collaborated with teams for some smaller game projects with 1.5-3 month development cycles. I also was a paid tutor for game development and programming in C++, C, Java, and Python during my graduate studies.