Proof of Play
Lead Unity Programmer · 2023 — Present · Fully Remote
Shiba Story Go
iOS, Android
Principal programmer from prototype through full live-ops support. Owned the UI using Unity's UI
Toolkit and held product ownership over architectural systems — push notifications, video ads, and
analytics. Much of the reusable middleware in my code portfolio grew
out of this work.
Implemented a web-based client through the Unity engine, backed by Web3 smart-contract and
blockchain technology. Contributed creatively and technically to a new kind of game balancing open
player data and ownership with traditional free-to-play mechanics.
Budge Studios
Senior Lead Programmer · 2021 — 2023 · Montreal, QC
Barbie Dreamhouse Adventure
iOS, Android
As Senior Lead Programmer on Budge's Central Technology & Tools team, supported this flagship
live-ops title — managing a live-ops team of 10 programmers against an aggressive release schedule,
building shared technology across teams, and balancing tech debt against new-feature development.
Session Games
Lead Technical Developer / CTO · 2016 — 2021 · Vancouver, BC
I ran tech here as CTO — shipping these titles end to end in Unity, from first
prototype to live in the stores.
Red Bull Bike Unchained
iOS, Android
Red Bull Air Race 2
iOS, Android
Red Bull Free Skiing
iOS, Android
Snowboarding: The Next Phase
Nintendo Switch
Snowboarding: The Fourth Phase
iOS, Android
World Cup Ski Racing
iOS, Android
Skate Video Tycoon
iOS, Android
Roadhouse Interactive
Generalist / Lead Programmer · 2012 — 2016 · Vancouver, BC
A run of mobile and PC titles in Unity / C# — sometimes leading the team,
sometimes the only programmer in the room.
Warhammer 40,000: Carnage
iOS, Android, PC, macOS, Linux
Lead Programmer on this award-nominated action title. Drove engineering across platforms and gave
design feedback throughout development.
Awaken
HTC Vive, PC · Virtual Reality
Family Guy Online
Web Browser
Mechwarrior Tactics
Web Browser
Food Battle: The Game
iOS, Android
Rockstar Games
Game Designer / Lead Scripter · 2007 — 2012 · Vancouver, BC
Max Payne 3
Xbox 360, PS3, PC
Designed and implemented several levels from paper design through prototyping, production, and final
shipping. Working in Rockstar's proprietary scripting language and animation tools, I brought each
mission to screen — AI, gameplay difficulty, cutscenes, custom animations, audio, music, and level
progression all had a significant scripted component.
- Managed a team of 5 scripters for 2 years while maintaining my own scripting and design work.
- Coordinated with scripting teams across 4 international studios.
- Built initial level layouts (grey boxes) in 3D Studio Max.
Electronic Arts
Associate Software Engineer / QA · 2004 — 2007 · Burnaby, BC
Where it all started — building test tools and debugging across EA Sports and
EA's biggest franchises.
FIFA 06
Xbox, PS2, PC, GameCube
Medal of Honor: Heroes
PSP
Need for Speed: Underground 2
Xbox, PS2, PC, GameCube · QA
Def Jam: Fight for NY
Xbox, PS2, GameCube · QA