
Featured Work
First programmer hired on the Riot MMO. I established the codebase and iterated on core gameplay, systems, and tooling for four years.
Two free tools that eliminate visual glitches that plague pixel-art games in Unity. Downloaded by hundreds of developers each month with solid five-star reviews.
An open-source multiplayer action RPG I coded manually in my college years: full client, server, game engine, editor tools, and content pipeline. 130,000+ lines of C++. The project that got me a Masters' degree and taught me what I'm actually capable of.
Archive — games, tools, research, experiments
Que is a prototype-targeted Unreal Engine developer environment manager with Git, GitHub, GitLFS, and SyncThing integration. Onboard developers in minutes not days, and run your entire UE5 game team on a $5/mo LFS plan!
Pyria is a multiplayer ARPG in Unreal built from the ground up with AI-assisted tools.
Platycore, my framework for Google Apps Script, installs and runs apps using Sheets as a platform, database, UI and IDE solution
To make budgeting fun for myself, this Stardew Valley-themed mobile wallet rewards tracking spending with in-game items
This Unity Editor tools demo shows the power of an intuitive interface with live feedback for character/controls/camera (3 C's) design iteration
I championed and implemented gameplay tools for designers on League of Legends: Wild Rift and led the cross-studio Developer Efficiency team.
Ominex is my prototype multiplayer pixel-art RPG in Unity built around an experimental movement system for extremely-high-latency mobile devices.
I was Technical Director at Jolly until we were acquired by Riot Games in 2016
ThresholdJS implements Shamir's Secret Sharing algorithm for Bitcoin private keys (256-bit integers)
Labkit is a utility library to jumpstart a Unity project with features games commonly need
Mini Mutants is my War Storm-inspired autobattler card game
Golem is a Unity extension that integrates visual coding, state machines and data flow
I wrote a tool that saved Intel 6+ months of logic redesign due to routing issues with the Silvermont (Atom Z3735E) processor. You can see its work in this die shot!
Mashtag (M#tag) is a filesystem-based declarative data engine for error-tolerant bulk test result processing built in TCL
I presented Evidyon at Cornell's annual Bits On Our Minds (BOOM) 2010 event
At Intel, I supported internal EDA software (TCL/C) for 30+ design engineers
I wrote Cryptasia to manage my passwords and used it daily for many years
My undergraduate research with Prof. Hod Lipson developed a soft-bodied octopus robot using McKibben muscles
I led a 6-person team writing cross-platform 3D printer software for one of the first open-source 3d printers, the Fab@Home
My Network Game Skeleton is an open-source minimal networked 3d video game using DirectX 9
I learned C++ & DirectX by starting work on the MMO Born to Rule in middle school. Only took until graduation to run around in a 3d world together!
My independent cryptography research paper Hash Ladders for Shorter Lamport Signatures re-discovered the Winternitz approach to quantum computing resistant digital signatures.
Lab partners and I implemented a novel approach to geolocation combining Doppler shift and pseudorange that works with fewer than 4 GPS satellites.
I wrote the code for a $50 ultrasound-based 3D positioning device with the ATmega microcontroller
Writing
A framework for building systems that optimize themselves — feedback loops, wetware compatibility, trust, and the developer efficiency work behind shipping Wild Rift to millions of players.
Independently re-discovering the Winternitz one-time signature scheme and how chaining hashes reduces the size of post-quantum digital signatures by an order of magnitude.
Professional
I build games and tools across genres and platforms—from a ground-up indie MMO to AAA mobile games with international teams. I specialize in rapid iteration, creative empowerment, and bridging the gap between engineering and design.
Working on a next-generation game with an incredible team. Updates when we go public!
Prototyped gameplay, systems and tools for the Riot MMO and its predecessors in Unity and Unreal. Overhauled champion ability tools and automated testing suite with overseas partners and launched Wild Rift to millions of players worldwide.
Prototyped a bunch of Unity games, ran weekend-long game jams for recruiting, and hired/managed our intern team until we were acquired by Riot.
Maintained and integrated updates to the front end of Intel's internal chip design tools for a team of design engineers. Analyzed GPU performance and optimized OpenGL drivers for mobile devices.
Recruited and led a student team developing software for the Fab@Home 3D printer, including a full pather/slicer implementation and printer driver framework.
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