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| Coding at home and work is double XP |
| Education |
- University of Southern California, Los Angeles
- Masters of Computer Science with Specialization in Game Development » 2012 » GPA. 3.88
- California State Polytechnic University, Pomona – Masters of Computer Science » 2010
- Thesis: Real Time Java Implementation of NeuroEvolution of Augmenting Topologies in StarCraft
- California State Polytechnic University, Pomona – B.S. of Computer Science » 2009 » President’s Honor List
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| Technical Expertise |
| Oracle Certified Java Programmer » IEEE Certified Software Development Associate |
| Languages |
C++, Java, PHP, Lua |
| APIs |
Ogre3D, Havok, EJB, Spring, Swing, SWT, JMS, JAXP |
| Concepts |
xUnit, OOA/OOD (UML 2.3, Design Patterns, Refactoring), Agile(XP, Scrum), RIA, TDD, CM |
| Software |
Visual Studio, Eclipse, Apache/Tomcat, MySQL/PostgreSQL, Subversion/Perforce |
| Systems |
Windows, Unix/Linux, Mac OSX |
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| Experience |
| Riot Games, Santa Monica, CA |
| Software Engineer Platform |
2011 – Present |
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Solving “problems” in all facets of the platform powering the globally successful League of Legends phenomenon.
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- Started during one of the worst periods of stability for the platform requiring daily triage. Players could wait hours to login and down-time for bi-weekly patches could be measured in days.
- Worked on stabilizing the platform now showing near 99% scheduled up time supporting over 32.5 million players worldwide in North America, Europe, China, Taiwan and Korea, with over 500,000 CCU.
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| NASA Jet Propulsion Laboratory/California Institute of Technology, Pasadena, CA |
| Software Systems Engineer |
2010 – 2011 |
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Started in the final year of development for the over budget and belated $2.5 billion dollar MSL mars rover mission.
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- Re-architected and implemented the data abstraction layer for real-time storage and access of all mission data to remedy mission critical performance blockers.
- Created the real-time link between the launch pad ground systems at Cape Canaveral to mission control at JPL.
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| NASA Deep Space Network, Monrovia, CA |
| Software Engineer |
2008 – 2010 |
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Migrated in house applications used by Operations from a custom server framework to the Zend Framework after the primary engineer was poached shortly after I started.
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- Architected the modularized backend services used across applications.
- Created a plug-and-play architecture used by other engineers for all new applications in development.
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| USC CS522 & CS499 & CS452 – Game Engine, Hardware, Console Development TA |
2011 – Present |
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Assisted professors in designing and executing USC GamePipe Game Engine, PS3, and Xbox 360 projects for students.
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- Projects varied from engine optimizations, to engine expansions, to full game creations.
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| Tales from the Minus Lab |
| Lead Engine Architect |
2011 – Present |
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Currently creating the custom game engine powering Tales from the Minus Lab. Architected an engine built to support a game that gives users the power to shrink and grow at will to explore the uncharted worlds hidden within a single room.
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- A component based game engine supporting deferred rendering with Ogre3d, Havok physics, and custom LOD.
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| USC GamePipe Game Engine AI Module |
2010 – Present |
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Created a multithreaded generic C++/Lua AI system inside the USC GamePipe Game Engine supporting rendering, animations, physics, local steering, pathfinding, and internal state handling.
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