About Me
Cloud developer and virtual reality evangelist. I've always gravitated toward the most challenging and interesting projects, and I'm experienced across many fields of software development — from GPU-level rendering code to the cloud infrastructure it ships on.
Knowledge Domains: Software Architecture, Game Engines (Unreal Engine, Godot), Cloud Services, and Virtual Reality.
Work History
UneeQ — Senior Software Engineer
Rendering and real-time systems engineer on UneeQ's digital-human platform, built on Unreal Engine. Primary owner of the platform's renderer.
- Led a rewrite of the renderer's session lifecycle around an explicit state machine, taking production crashes from routine occurrences to the platform's first-ever zero-crash day, then sustaining an average of ~1 crash/day across all production environments.
- Diagnosed and fixed a memory leak affecting every production session, cutting per-session memory growth by ~99.6% (from 8.16 MB/session to effectively flat) through a combination of an engine-level fix and an OS base image upgrade.
- Found and fixed a core Unreal Engine bug causing that leak — the fix was merged upstream into Epic's own Unreal Engine codebase.
- Diagnosed a persistent audio/video sync issue (a 40–65ms lag stable across every client) tracing back to how the engine's streaming pipeline handled audio and video as separate streams, and shipped the fix.
- Led two major engine upgrades (Unreal Engine 5.6 → 5.8) across the entire production fleet, including rebuilding the platform's lip-sync system on the engine's native audio pipeline in the same pass.
- Ran a full GitLab → GitHub migration for the renderer codebase and its issue tracker with zero disruption to the team.
C++ Unreal Engine Go WebRTC Real-time Rendering
mauVILLE Technologies Incorporated — Co-Founder and Technical Lead
Content creator — YouTube lessons centered around C++, Game Engine Technologies, Software Engineering principles, and soft skills. Also home to a number of ongoing personal projects:
- Godot plugin for Dragonbones 2D skeletal animation (https://godotdragonbones.com)
- Open source Mario Maker clone built in Godot
- Virtual reality desktop application built in Unreal Engine 4
IMVU — Senior Software Engineer (Contract)
Primarily on the core tools team, maintaining and enhancing the internal 3D game engine — cross-platform on Web, iOS, and Android, written in C++ with OpenGL ES 3.
Also a core contributor on a new customer-facing scripting feature, focused on UX/UI along with architecture and data contracts.
C++ Python Bash Lua JavaScript Objective-C Java Kotlin
Cisco — Software Engineer
- Built a Go library providing WebAssembly (WASM/WASI) integration for secure execution of untrusted user code. Demo integrated Twilio for a customer-defined notification system.
- Built a microservice providing CloudFormation integration for low-cost demonstration environments of our product.
- Helped drive legacy product modernization through large backend refactors, improving front-end load times at scale from minutes to seconds.
Java Go Cassandra CockroachDB AngularJS Angular 2 Jenkins Linux Network Devices
Embotics — Software Engineer
Part of the Kubernetes integration team, providing the ability to monitor and deploy Kubernetes containers and clusters in a hybrid cloud infrastructure management system.
Java AngularJS Angular 2 Kubernetes VMware vSphere
Freelance Software & Web Developer
Full stack desktop, web, and mobile development. Backend web services written in Golang, with database services on MySQL and RethinkDB.