The work

Fifteen years of shipping games.

Six studios, from individual contributor to founder. Here's what I built at each one, and what it took to ship it.

Zipix micro-game gameplay
2026-present

Zipix

Founder & Technical Director

I founded a mobile micro-game studio and built its entire production system myself, the games and the machine that makes them. One CLI control plane for every operation, a design-token system shared across the web UI and the game canvas, automated test gates, and release engineering with kill switches and runbooks. Twenty games and ten weeks from seed to live, built as the surface a team plugs into before I hired anyone.

Fortnite UI
2025-2026

Epic Games · Fortnite

Senior UI Engineer

Sole UI engineer on Fortnite's in-game HUD refresh, in front of hundreds of millions of players. I implemented a rasterization technique for spline-based storm visualization in low-level C++ and custom rendering code, and built a ViewModel data debugger with the tools team for real-time UI state inspection. The competitive team had no lead, so I became its de facto technical lead and directed eight contractors, and I wrote the framework for AI use across the UI engineering org and rolled it out department-wide.

Out of Time gameplay, Manticore Games
2021-2024

Manticore Games

Lead Engineer / Engineering Manager

Promoted to lead engineer in my first year, a peer to the Director of Backend Engineering as his frontend counterpart. I built and led a gameplay team that grew from four to seven, and held it together through a round of layoffs and the onboarding after. I promoted three engineers and mentored more than five. I kept a fifty-fifty split between managing and writing Unreal C++, and pushed for generic systems that later absorbed two full design pivots without a rewrite.

Vainglory
2017-2021

Super Evil Megacorp · Vainglory

Senior Client Engineer

I architected and led a complete front-end rewrite of Vainglory on Super Evil's proprietary NUO engine, moving a legacy codebase to a modern component system and setting the patterns for how widgets compose.

War Commander: Rogue Assault combat
2012-2015

KIXEYE · War Commander: Rogue Assault

Senior Gameplay Engineer

I owned full-stack feature work and rebuilt the matchmaking system for War Commander: Rogue Assault using asymmetric ELO scores, client in Unity and C#, server in C#.

FarmVille gameplay
2010-2012

Zynga · FarmVille

Software Engineer

I shipped features into FarmVille's monetization pipeline and supported content-management tooling during the peak of social gaming.