CV
Professional Summary
Game and Software Engineer with engineering leadership and technology strategy experience, specializing in building interactive applications and client-server integrations from the ground up. I aim to deliver stable, clean solutions using engineering fundamentals and structured workflows.
Core Abilities & Expertise
- • Unity Development: Solid experience with Unity API, prefabs, and porting/integrating features for indie games and interactive apps.
- • VR & AR Interactions: Experience implementing player mechanics, gaze-only navigation, voice commands, hand tracking, and face tracking.
- • Client-Server & API Integration: Practical experience integrating database backends, REST APIs, and platform SDKs (e.g., PSN, Xbox Live, WebRTC).
- • Multi-Platform Porting: Experience helping port and test apps across consoles (PS4, Xbox One) and mobile/embedded platforms.
- • Unreal Engine & C++ Foundations: Familiarity with Unreal Engine 4 and strong C++ graphics engine foundations built on custom shader pipelines (OpenGL/GLSL) and editor integrations (Qt).
Professional Experience
Chief Technology Officer (CTO)
Simulated Reality • Westlake Village, CA (Hybrid)
- Directed frontend/client-side Unity strategy, managing the growing Unity engineering team while collaborating with a lead backend developer to coordinate server operations.
- Architected the REAL Launcher (used by i-Series, x-Series, and Vision devices) under a contract for Sixense/Penumbra. Built the launcher as a single Unity-based codebase (spawning i-Series wellness, FedRAMP-aligned x-Series Government VA, and Vision VR HR training versions, with support for launching external Unreal-based applications) distinct from the Unreal-based, body-tracker y-Series system. Bypassed VR controllers by utilizing Android administrative APIs on HTC Vive Focus to enable gaze-only navigation, silent installations, and Wi-Fi setup.
- Co-developed the patented REAL Connect WebRTC communication system connecting VR headsets with web-based desktop clients, and built Unity/Unreal SDKs for third-party platform integration.
- Led cross-functional integration efforts and strategic partnerships with external vendors (Sixense, Penumbra) to ensure security alignment and deployment readiness.
- Provided feedback on backend APIs used by the Unity client and stepped in to debug Node.js and Express.js server logic to resolve critical path issues.
Lead Software Engineer
Simulated Reality • Calabasas, CA (Hybrid)
- Led the initial client-side team on the Universal Video Player (UVP) volumetric 4DViews integration pipeline in Unity while remaining hands-on.
- Led a separate client team developing the 'World Traveler' video player during COVID-19, which served as the prototype for the REAL Launcher (integrating the initial VR HR training project that became Vision, and evolving to support the i-Series and x-Series device platforms).
- Collaborated with backend Node.js engineers to design API schemas and Cache Loader systems for app installation scripts.
- Established Git-based version control standards, branching strategies, code reviews, and QA workflows across both engineering teams.
Software Engineer
Simulated Reality • Los Angeles, CA (On-site)
- Served as the sole developer on an unreleased internal volumetric video player project using the 4DViews SDK in Unity.
- Developed Unity AR Foundation components integrating ARKit and ARCore to support previewing volumetric videos and 3D models in the real world.
- Supported volumetric playback environments on virtual reality (VR) headsets and Magic Leap devices using the Magic Leap SDK.
Software Engineer
Pluto TV • West Hollywood, CA (On-site)
- Ported the Pluto TV application to PlayStation 3 and PlayStation 4 using Sony's web application SDK and TypeScript/JavaScript.
- Maintained and updated the Samsung (Tizen) and Vizio smart TV versions of the app, reusing and adapting the PlayStation client codebase.
- Integrated platform-specific APIs for video playback, user authentication, and system events.
Game Development Engineer
LOOT Interactive • Culver City, CA (On-site)
- Ported Unity games (including Q*bert Rebooted and Electronic Super Joy) to PlayStation 4, Xbox One, and NVIDIA Shield (Android TV), and provided support to update and patch JumpJet Rex on PlayStation 4.
- Integrated platform-specific APIs for PlayStation Network (PSN), Xbox Live, and Google Play Games to enable Achievements, Leaderboards, and platform services.
- Developed traditional and motion-based control systems for virtual reality platforms, including Gear VR, Google Cardboard, Oculus, and HTC Vive.
- Integrated high-performance video players (AVPro, ExoPlayer, and DirectShow) in Unity to support streaming functionality for a VR home theater project.
- Designed and implemented intuitive user interfaces and navigation menus for media player applications.
- Developed the Red Bull TV client application for PlayStation 4 and PlayStation 3 using console-specific JavaScript frameworks.
- Developed the in-app purchasing backend and provided coding guidance, debugging support, and collaborative reviews for an experimental Roblox side project in Lua.
Student Developer
IGT (Neumont Enterprise Project) • Las Vegas, NV (Remote)
- Collaborated as a student developer to design and build a desktop-based Word Game Generation Tool using .NET and WPF.
- Implemented algorithms to automatically generate word game layouts while ensuring banned words were not displayed horizontally, vertically, or diagonally.
- Developed user interface components in XAML/WPF for configuring game generation settings and managing custom word lists.
Student Developer
AutoPoint, a Solera Company (Neumont Enterprise Project) • South Jordan, UT (On-site)
- Developed 'MyLaunch', a training web application built using ASP.NET MVC and AngularJS, to train clients on AutoPoint products.
- Integrated Salesforce API to synchronize and manage client training data between Salesforce.com and AutoPoint services.
- Designed and implemented a .NET service to automate weekly vehicle image downloads via FTP, aggregating media into a database for REST API access.
Student Developer
Rubio's Restaurants, Inc. (Neumont Enterprise Project) • Salt Lake City, UT (Remote)
- Collaborated in a student team to digitize the paper-based SepPAL (Separation/Personnel Action Log) form into a secure web application.
- Designed and implemented the Microsoft SQL Server database schema and T-SQL stored procedures for managing form submissions.
- Built interactive user interface views using JavaScript, HTML5, and CSS3, integrating with an ASP.NET MVC 4 backend.
Admin Assistant
Pacific Islands Club Saipan • Saipan (On-site)
- Acquired this high school role to fund initial college travel expenses.
- Worked with administrative staff to digitalize physical records and forms using Microsoft Excel.
- Provided general administrative and office support tasks.
Education
Bachelor of Science Software and Game Development
Neumont University • Salt Lake City, UT
Curriculum focused on game engine architecture (C++/OpenGL) and interactive application development (Unity/C#), complemented by hands-on senior-year enterprise projects for industry clients centered on C#/.NET and general software development. This dual-focus training builds strong programming fundamentals for high adaptability across game development and general software engineering careers. Graduated Magna Cum Laude and received the Overall Faculty and Staff Favorite award at the Fall 2015 Project Showcase.
Patents
Method and apparatus for real-time data communication in full-presence immersive platforms
US-12032735-B2
Patent Description
US Patent 12,032,735 details a virtual reality (VR) architecture designed to reduce the isolation of traditional VR by enabling real-time, two-way communication between an immersed VR user and non-VR participants using standard computing devices. The system streams the VR user's exact field of view to the external guest while projecting a live video feed of the guest directly into the user’s VR space, avoiding the use of 3D avatars. Additionally, the technology includes a method to simulate six degrees of freedom (6DOF) translational movement within spherical projections, which is particularly useful for applications like telehealth, remote physical therapy, and guided rehabilitation.
Key Contributions
As a Unity client developer on the team, my main focus was integrating the WebRTC video streaming that connected the VR headsets with remote desktop users over medically approved servers. To maintain smooth performance across different VR devices and minimize patient motion sickness, I managed the server configurations for hardware-specific framerates and resolutions, utilizing frame-skipping and render texture reductions to handle bandwidth. I also helped implement our '360+' spatial feature, which simulated 6DOF movement by adjusting the radius of the virtual projection sphere to create a natural parallax effect. Additionally, I developed the cross-platform 2D UI, anchoring it to the virtual environment rather than locking it to the user's head movements, and added a recentering command to keep the interface accessible and comfortable to use.
Honors & Awards
Magna Cum Laude
Neumont University
Project Showcase Fall 2015 - Overall Faculty and Staff Favorite
Neumont University
Voted 'Overall Faculty and Staff Favorite' at the Neumont University Project Showcase. Awarded to the team's Word Game Generation Tool, a senior-year enterprise project developed in partnership with IGT, recognizing excellence in technical execution, usability, and presentation.