GI JOE: Snake Eyes
Senior Cinematics Programmer
2023-2026 (Unreleased)
Unreal Engine 5
Own the entire tech stack for Cinematics for an unreleased GI Joe game. Work closely with cinematic director and artists to understand their needs and build the tools they need to work efficiently and realize their vision.
Suicide Squad: Kill the Justice League
Senior Gameplay Programmer
2019-2023
Unreal Engine 4
Primary coder responsible for main story missions for Suicide Squad: Kill the Justice League, a AAA quality multi-player game built using the Unreal Engine (UE4).
Collaborated closely with design, animation, VFX, cinematics, audio, and other teams to support their needs through multiple iterations of story missions and any other bespoke moments.
Responsible for a wide range of tasks. One day I’d be writing a code-driven camera that responds to player input for the reveal of the Hall of Justice, the next day I’d implement a new mission from scratch, and the following day I’ll export a bunch of Batman animations, hook them up to special moves in the game, and then jump over to provide code support for all the various kinds of doors across the game.
Madden NFL Narrative Design Team
Writer, Game Designer, Cinematic Designer
2016-2019
Worked as a designer on Madden NFL’s first cinematic story mode. Longshot contained over 3 hours of cinematic content, built with Motion Captured animation data from a cast of award-winning actors.
Wrote branching narrative scenes, focusing on character interactions, and how player choices affect character relationships in the story.When the director needed to invent scenes that were not in the original plan, he would turn to me. I combined animations from our library of mo-cap animation to create scenes of character interactions. In addition to choosing, combining, and tweaking animations, I also animated the cameras for several of these sequences.
Coordinated scripts and shooting order for a live action shoot at the 2017 NFL Draft working with NFL Network talent using their sets, equipment, and staff. Was on hand during the shoot to make sure we filmed all the pieces needed for a complex branching narrative sequence.
Telltale Games
Gameplay Programmer, Cinematic Technology Engineer
2013-2016
Telltale Games is recognized as the leading creator of interactive cinematic entertainment. I started as a gameplay programmer working on The Walking Dead: Season 2, The Wolf Among Us, and Tales From the Borderlands.
Due to my background working in film and stage, I was soon moved to the newly created role of Cinematic Technology Engineer. In this role I built intelligent automatic lighting and focus systems for Game of Thrones. I was soon working closely with the studio Art Director, Lighting Director, and Cinematics Director to build tools to help them create content faster and at higher quality than ever before.
EA Sports Character Interactions Team
Character Physics Programmer
Video Games, 2012-2013
Was hired on this team because EA’s Central Football Gameplay team was looking for an experienced programmer who also understood character animation. I had over 10 years of programming experience, and had attended Animation Mentor’s online Character Animation school, so was a natural fit for the role.
Worked in EA’s proprietary animation tool, ANT, to build character interactions for EA’s American Football games (NCAA Football and Madden NFL). Pushed the animations and physics engines so that characters slamming into each other would hit hard, creating big, theatrical moments dynamically, while still feeling realistic.When we showed EA’s Central Character Physics team the system I built using their engine, they setup a company-wide presentation to teach it to other teams. I was on-hand during this presentation to answer technical questions.
