20+ years shipping games across mobile, console, and interactive installations. Currently Senior Gameplay Programmer at Ubisoft Montreal.
What I care about most is how a game feels in the player's hands. I prototype fast to find the fun, then build the gameplay systems and architecture that let it hold up — across mobile, console, and AAA.
Prototype quickly, find what's actually fun, then build the systems to support it.

20+ years shaping gameplay across mobile, console, and AAA — from quick prototypes to live-service open worlds.
Happiest in the loop between the designer's whiteboard and a controller in hand — turning a vague feel-good idea into something players love to touch.
Projects
Senior Gameplay Programmer on an undisclosed AAA multiplatform project. Defining gameplay code architecture at AAA scale, prototyping & implementing systems in C++/Unreal, and mentoring through code reviews.
Designed and owned the full code architecture for My Little Pony World & PAW Patrol Rescue World — the studio's first open-world titles — and set team-wide standards, CI, and branching policy.
Senior Software Developer & Technical Leader. Led architecture across four AR projects for Samsung, the SIDIA Showcase installation, and Samsung VR Home for China. Negotiated roadmaps with Samsung HQ.
Lead Game Programmer on Go Surf and Sletters. Led two programmers, owned core gameplay end-to-end, and authored custom Unity shaders — from a day-night hue/saturation system to stencil-buffer masking for organic wave surfaces.
Senior Game Programmer and sole programmer on Tales of Oh Blimey! — built every system, including a fully designer-driven RPG framework and a procedural character generator.
Game Programmer / Porting Engineer on live-service titles — Blood & Glory: Legend, Circus City, Boo Town, Dragon Slayer. Core gameplay, native plugins, GUI, plus J2ME/BREW ports in C/C++.









