I joined Autodesk Pittsburgh as a developer for ReCap in fall 2014. ReCap is a tool for viewing, registering, and manipulating point cloud data obtained from high-quality laser scanners. Among other features, it provides progressive rendering of data sets that can be dozens of GB’s in size, automatic registration of scan locations (ie: stitching together multiple scans by determining their relative transform), and virtual measurement tools.
The screenshot above (a scan of my Pittsburgh apartment) demos elevation-based shading & horizontally-snapped measuring. My dev role has included UI & business logic for new features, graphical & performance optimizations, and engine enhancements.
After Dragon Age Journeys, EA 2D wanted our next project to be an ambitious upgrade in the browser game space. Dragon Age Legends (DAL) is a social MMORPG that you can play in your browser. With castle building and deep, turn-based combat components, it was designed to provide a satisfying RPG experience that was lacking in competing titles. I was part of the core dev team and helped implement the battle system, AI, client graphics , UI, and analytics integration. I’m particularly proud of the character animation driver: in order to support a greatly increased number of armor/weapon combinations and effect animations, the original DAJ system was completely rebuilt with a custom bitmap caching & rendering scheme for vector animations. This substantially increased render efficiency.
Dragon Age Journeys (DAJ) is a free-to-play browser RPG. Dan Stradwick and Andrew Sega were the lead programmers. I contributed to bugfixing, graphical hiccups, and other areas. The game uses hex-grid turn-based battles and map exploration.
After the release of DAJ, I was tasked with prototyping new gameplay modes and extensions. We eventually decided to build a completely new title based on the Dragon Age franchise, which became Dragon Age Legends.
DAJ is available to play here.
Spore Creature Keeper (Unreleased expansion)
In summer 2008, I had the pleasure of interning with Maxis in Emeryville, CA. At the time, they were finishing up the groundbreaking PC title, Spore. I was assigned to a group that was building a new gameplay expansion that allowed players to interact with their creature using various toys and objects in a colorfully themed space (think The Sims + Tamagotchi, and you’re pretty close). I prototyped rendering effects and camera/character control schemes.
Oracle (Software Engineering Intern, 2007)
In summer 2007, I was a software engineering intern at Oracle‘s main headquarters in Redwood Shores, CA. I was tasked with profiling a new Java e-commerce application framework that was in development and highlighting performance bottlenecks in the code (memory overallocation, CPU hogs, high service call usage, etc.).