About me
I’m a software developer focused on C++ and game systems. My experience spans game development, research software and development tools.
Current work
My current independent project is Cheryl Engine 4, a C++ engine with explicit control over runtime execution, rendering and resource ownership. Four completed ports of my earlier college projects use it as separate applications, including Space Invaders and Hypermaze.
Experience and education
My paid development experience includes Unity work at Gogii Games, game programming at Stompy Bot and research software at UBC Okanagan. At Gogii, I fixed event-system bugs and implemented casino mini-game functionality for Fame and Fortune: Hidden Objects. At Stompy Bot, I contributed bot AI to Heavy Gear Assault and gameplay and interface systems to Sabotage. At UBC, I developed procedural meshes, laser physics and shaders for Indra’s Net.
I hold a BSc in Computer Science from the University of British Columbia, along with diplomas in Electronic Game Design and IT Desktop Support from New Brunswick Community College. My resume covers my employment and qualifications.
How I work
I start by making the problem and the system’s responsibilities clear: who owns a resource, when it can be used and how it is released. I use focused tests and small applications to check those decisions in practice. The engine case study and its technical articles show that approach in runtime design, rendering, input and text layout.
Experience and project history
See my resume for employment and qualifications, or the full CV for academic projects, published mods and independent work.