Outlaws of the Old West, Code HQ (2018)
Developing BT for multiple AI archetypes (Single, Pack, and Herding) (Biped & Quadruped). Resolving critical bugs such as memory and package corruption with simple solutions. Developed multiple character systems such as state machine logic to determine to unequip/equip behavior. Optimized UE4 server's game thread by tweaking resource requirements based on AI state. Optimized UE4 client's game/anim thread handling of simulated actors when culled / distant. Optimized replication of character state by storing mobility states (climbing, attacking) within a bitmask. Work with 3 other engineers to produce a robust AI system.
Bullet Train, Epic Games (2016)
Developing artist tools for AI, One-Off Animations. Developed Behavior Tree including multiple subtrees. I was responsible for creating an AI Behavior Tree for a Project. This include creating arrival behavior, multiple hostile states, AI sequenced events, and artist tools.
Can You Walk The Walk?, CreateVR (2014)
Scripting scenes of Animated Sequences. Importing sound and voice over tracks. Maintain high frame rate. Worked with artist to maintain high fidelity. Version Control Manager. Testing and Integration on HTC Vive, Oculus, Google Cardboard and PSVR. Integrated Playstation Move Remote via UE4 C++ Plugin.
I solve bigger problems with smaller problems. Detouring functions since 2001 while exploring my way into Halo's early modding communities. I'm a game engine specialist who got his first taste of large world games in 2008-2012. After graduating with a degree in Game Creation in 2014. I spent the next 4 years creating amazing VR experiences for big and small companies. Now currently focusing on large network connected worlds.
Unreal Engineer / Trainer
Sep 2018 to present
Sep 2018 to Dec 2018
Aug 2017 to Sep 2018
Lead Unreal Engineer
Jan 2016 to Sep 2016
AI / Gameplay Programmer
Jan 2016 to Feb 2016
iD Tech Camps
Jun 2014 to Jul 2014
Jan 2019 to Jul 2019
Jun 2018 to Sep 2018
Oct 2016 to Aug 2017
Lead VR Programmer
Oct 2014 to Jun 2016
Building System Planning, Inc.
Jun 2015 to Aug 2015
Los Angeles Film School
Fall 2012 to Spring 2014
Can You Walk The Walk? Virtual Reality Experience
Thericatial Engagement Expertiental
2015 Clio Entertainment Silver
Tools & Languages
Unreal Engine 4
Services & Pricing
Majority of my experience has been as a Gameplay Engineer. I develop in Blueprint, C++, and React Native JS in different 3d engines. I brainstorm solution with clients interested in utilizing the capabilities of real-time 3d. I provide Unreal Engine app performance and asset pipeline review. I’ve trained teams to effectively use Unreal Engine 4 in Production. Production training includes, but is not limited to, Version Control, Third Party UE Integrated Tools, Unreal Engine Programs, and CI.
The left is the service, and the right how I charge for that type of service.
Gameplay Engineer - hourly
AR/VR/XR App Consultant - hourly
Unreal App Performance Analysis - hourly
Unreal Engine On-site Production Trainer - day rate + expenses