Hey, my name is
I'm a Senior Gameplay Engineer working on 3Cs gameplay and combat on Exodus at Archetype Entertainment.
I'm a gameplay engineer who thrives at the intersection of complex systems and player feel. Over 9 years in game development, I've contributed to titles at Archetype Entertainment, Atomic Arcade, Ubisoft, and Jam City.
My core passion is building systems that feel responsive and polished in players' hands: combat, controls, ability systems, and the debug tooling that keeps them running. I build debug tools alongside features, not after, and I consider that one of the biggest force multipliers an engineer can bring to a team.
Outside of work I swim. I captained the team at NC State and still race in Masters, with Nationals as the goal I'm training toward. The rest of my free time goes into UE5, where I work on streaming and save systems, custom editor tooling, and clean, complex combat systems.
Here are some technologies I work with:
February 2026 to Present | Exodus (PS5 / Xbox / PC)
May 2024 to December 2025 | G.I. Joe: Snake Eyes (PC / Xbox / PS5)
January 2019 to May 2024 | Multiple AAA Titles
October 2017 to December 2018 | Cookie Jam Blast (iOS / Android / Samsung)
January 2017 to September 2017
January 2015 to December 2016
Archetype Entertainment (February 2026 to Present)
Atomic Arcade (May 2024 to December 2025)
Ubisoft (2021 to 2024)
Ubisoft (2020 to 2021)
Ubisoft (2019)
Where I explore Unreal systems on my own time. World streaming, save and progression, engine plugins, and editor tooling, plus the usual combat and UI work on top. Good practice for writing systems other people have to use.
An interactive installation for the NC State University library, built as sole programmer at Relative Scale. One of 5+ interactive installations delivered in Unity3D for museums and universities.
A deep dive into first person shooter architecture. I bought the Low Poly Unreal Shooter pack and converted the entire Blueprint project to C++, rebuilding the weapon, movement, and combat systems from the ground up to understand how FPS games are put together.
A multiplayer Wordle-inspired word game where players compete head-to-head in real-time word-guessing challenges.
A personal game project exploring creature encounters and combat design.
A data-driven visualization project presenting crime statistics and patterns through interactive snapshots and mapping.
Survival/builder fast-paced action game built in 48 hours for the San Diego IGDA Game Jam.
I'm currently focused on Exodus, but I'm always open to connecting with fellow engineers, talking shop about combat systems, or hearing about interesting opportunities. Drop me a line.
Email