Award-winning developer, designer, and engineer on Virtual Reality, Mixed Reality, and Augmented Reality projects.
Los Angeles, CA
Virtual Reality, Mixed Reality, and Augmented Reality expert using Unity3D and Unreal. Snapchat Official Lens Creator and Lens Creative Partner. 2017 Auggie award winner for the Holographic Easter Egg Hunt built with Microsoft for HoloLens at VRLA 2017. Magic Leap early access dev partner. Built early titles for Gear VR. Currently developing and consulting on VR/AR/MR projects using HoloLens, Magic Leap, ARKit, ARCore, Snapchat Lens, Facebook Spark AR, PSVR, Oculus Rift, Vive, Daydream, and other platforms. Developer and publisher of games on PC and console platforms, including the critically acclaimed DEMON'S TILT--turbo-charged retro video pinball action.
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Aug 2001 - Present
Responsible for the business development and technical direction of FLARB LLC's software production. Focusing on the design, development, and engineering of Virtual Reality, Mixed Reality, and Augmented Reality games and experiences for console, desktop, and mobile platforms. Clients include Samsung, Legendary Entertainment, Google, ODG, WEVR, MTV, Hyperloop Transportation Technologies, Sony Pictures Digital, and many more.
Jan 2011 - Feb 2012
Developed an ad network that helps social game developers monetize non-paying players with incentivized check-ins. Ex: Check-in to a Starbucks, get free virtual goods in your favorite mobile game. * Built PHP back-end hosted on Amazon EC2 to create ad campaigns, serve in-game ads, and analyze user behavior. * Used Facebook API, Foursquare API, Flourish, MySQL Spatial Extensions, jQuery * Built iOS Objective-C library to integrate ad-network into games. * Used existing location APIs (Google Maps, LocationManager) and custom code to detect nearby venues, etc. * Integrated ads into existing games using Objective-C * Sold ads to national venues to fill inventory. * As sole founder, performed CEO duties such as structuring company for investment, assembling board, etc. Founder Institute San Diego 2010 Graduate
Apr 2011 - Dec 2011
Fourth Wall Studios
Director of Mobile Development and Strategy
Lead developer on Augmented Reality platform for mobile devices using proprietary technology. Built Unity3D iOS plug-in for in-house low-level C/C++ computer vision libraries (SIFT, Homography, etc.) along with platform code in C#. Helped hire team of developers for mobile projects. Collaborated on launch strategies and development schedules.
Sep 2000 - Aug 2001
Software Engineer on PS2 version of X-Men: Next Dimension. (C++/Assembler--VU/MIPS), graphics/effects/tools)
Feb 1999 - Aug 2000
Developed tools, gameplay systems, animation, and graphics code for the critically-acclaimed PC Role Playing Game, Anachronox.
Feb 1998 - Jan 1999
Programmed children's edutainment games for the PC/Mac in C++. Titles worked on include Monster Math, Operation, and NERF Foam Blaster.
Jan 1997 - Sep 1997
Designed maps, game play elements, and enemy attack/AI patterns for an unreleased PlayStation title.
May 1995 - Apr 1996
Had to sit there and stare at every single texture in the game, Road Rash, to make sure the 16-bit 3DO graphics looked good in a single 256-color VGA palette.
1993 - 1998
University of Massachusetts at Lowell
BSCS, Computer Science