I lead software development teams, ensuring that engineers are supported to think creatively, work inclusively, and build intelligently across disciplines in order to create amazing products! Stuff I enjoy: * building delightful experiences * inspiring and leading teams to success * mentoring, coaching, and collaborating across disciplines * 3D math, rendering, and real-time performance * real-time physics, networking, and animation IK * building tools and pipelines to inspire and support artists and designers * rapid prototyping, iterative development, learn by doing * finding elegant solutions to complex problems Stuff I use: C/C++, C#, Java, DirectX/OpenGL (CG/GLSL/HLSL), Unity 3D, Unreal
- AliEndIn 2011, I teamed with award winning game industry artist Geoff Gunning and musician dEv Jana to create the arcade style space platformmer, aliEnd. aliEnd is a 2D arcade game in which the player runs, jumps, and fires missiles on the surface of a planet in an attempt to clear the alien infestations. It makes use of the 360's Analog Stick allowing players to flick to fire missiles, tap to jump, and tilt to run around the surface.
- Flock!Flock! is a puzzle video game developed by Proper Games and published by Capcom for Windows, PlayStation Network and Xbox Live Arcade. It was released for Microsoft Windows on April 7, 2009 through Steam and Stardock's digital distribution service Impulse, Xbox Live Arcade on April 8, 2009 and PlayStation Network on April 9, 2009.
- ActiongramActiongram allows people without 3D skills and visual effects experience to be amazing holographic storytellers. My contributions included: * Designed, engineered, and deployed our content creation pipeline * Improved performance and customer experience of content delivery system * Led engineering efforts to improve quality of holograms and graphics systems * Supported a cross-discipline team
- Wayward"Wayward" was a stylized, side-scrolling adventure game in the Metroidvania genre for PC and game consoles (PS4/XboxOne). The project began production in early 2014 by AtomJack. The project was cancelled in Summer of 2015, at which point production ceased. I was responsible for the graphics and tooling, specifically building our synced animation systems, mega-texturing system, and graphical effects.
Principal Software Engineering Manager and Technical LeadMicrosoft
Redmond, United StatesFull Time
Engaged in engineering management and technical leadership via the principals of Creating Clarity, Generating Energy, and Delivering Success in order to build world-class XR-enabled applications (HoloLens, iOS, Android) * Leading teams of 20+ developers focused on rapid development and customer engagement. * Focused on Management Excellence, Shipping Products, and Empowering our Customers * Active advocate and driving Diversity & Inclusion initiatives across the org
Lead Graphics and Tools EngineerAtomJack Games
- Seattle, United StatesFull Time
In addition to gameplay programming, I was responsible for creating a new artist pipeline (mega-texturing, effects (FX), parallax tool, and graphics systems) in support of games built for PS4/Xbox One/PC and mobile (iOS, Android). Primarily in Unity3D game engine.
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- C Programming
- Computer Graphics
- Game Development
- Technical Writing
- 3D Development
- Computer Programming
- Computer Games
Msc Software EngineeringUniversity of Abertay Dundee
- Dundee, United Kingdom
Studied game technology including advanced 3D math, computer graphics, AI, and game physics. All coursework in C++.
Bachelor of Science (BS), MathematicsFairmont State University
- Fairmont, WV 26554, USA
Major in Mathematics, minor in Physics. Significant concentrations in Computer Science and Secondary Education
First PrizeHackVTMyWebGrocer hosted a 24-hour hackathon September 16, 2011 at the Champlain Mill in Winooski, Vermont — the state’s first such event – with game developer John Pile taking first place and $5,000 from Fairpoint Communications for his creation of a grocery shopping game. Participants worked on their own or in teams of two or three people using one or more of MyWebGrocer’s API’s (including recipe, grocery product, mobile, social and advertising web services) to build anything they wanted within a variety of different platforms, including web, mobile and Facebook. Round-the-clock food and beverages were served from local vendors. Coding carried on through the night and into the next morning, and around 3 p.m. on Saturday projects were completed. Participants presented their creations to the judging panel, featuring local business professionals Rich Nadworny, owner of Digalicious; Julie Lerman, author, speaker and owner of The Data Farm; Cairn G. Cross, co-founder of FreshTracks Capital; Jon Woodard from Wolfram|Alpha; and Tim Kenney, COO of MyWebGrocer. The $5,000 grand prize award went to John Pile, Team “Chinook,” (pictured with Richard Tarrant Jr.) who created a grocery shopping game using live pricing and nutritional information. The game’s objective is to feed your kids and find a balance between healthy food and happy kids while staying within your budget.
Unity3D Google Android - Micro GrantUnity TechnologiesIn 2010, I was awarded a micro-grant from Unity3D and Google Android to teach mobile game development. The award included $3000 worth software and hardware.
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