Work
AI Inventory
iOS
- Shipped and supported the app across 11,000+ store locations at peak
- Co-architected a real-time computer vision and AR pipeline with ARKit and Core ML
- Co-designed and implemented a mixture-of-experts engine trained on one photo per product
- Built the replay harness that made the AR pipeline testable in CI
Patent Methods and Apparatus for Multi-Modal Computer Vision for Object Detection and Identification. U.S. Provisional Patent Application 63/880,601, filed September 2025. Named inventor.
2023
Fall Guy Consulting
WebPrincipal Software Engineer
Custom sticker storefront
Web
- Converted 151 database queries across 31 files to prepared statements, closing a SQL injection risk
- Added guest checkout, taking new customers straight to artwork upload
- Automated deploys to AWS, from a fresh server and a cloned database to the load balancer cutover
- Shipped release 2.0, whose versioning carried the site to 2.3 over the next three yearsSource
Seafood sales and logistics system
Web
- Started the React and Node services beside the 15-year-old Rails app, and built user admin on sign-in shared with Rails
- Built an inventory import that reads cold-storage vendors' Excel tally sheets, detects their format, and turns each pallet into a record
- Built the AWS staging and production deploys
Online store rebuild
Web
- Rebuilt a 2014 store's server in Docker, down to its exact packages, so it could run anywhere
- Stood up AWS staging behind Traefik, with HTTPS and encrypted secrets
- Built a React landing page and a Node API that ranks trending products by the last 30 days of orders
2017–2023 · Fall Guy Consulting
Verizon
iOS and macOSPrincipal Software Engineer, AR/VR
Six-year contract engagement with Verizon's AR/VR team.
Envrmnt by Verizon
iOS
- Developed the AR/VR app for iOS, used by readers to bring magazine covers and ads to life
- Managed the mobile team's CI system on Jenkins, including builds of all its third-party dependencies
BlueJeans Spaces
iOS, macOS
- Acted as the sole engineer responsible for architecting and building the native iOS and macOS clients from scratch
- Orchestrated the native application layer and view lifecycles to host multi-user avatars within the virtual workspace
- Integrated the team's C++ engine for 3D visuals and spatial audio
BlueJeans virtual backgrounds
iOS, macOS
- Built virtual backgrounds using Core ML, working with the computer vision team
Point Inside SDK
iOS, Android
- Engineered the core SDK for iOS and Android on the Moai SDK C++ core
- Built and ran the Jenkins CI server from scratch
- Reached tens of millions of shoppers through retailers' appsSource
Winner Global Mobile Award (GloMo), Best Use of Mobile for Retail, Brands & Commerce, for StoreMode, 2016Source
Point Inside Malls & Airports
iOS, Android
- Developed the 3D venue mapping behind its mall and airport maps
2013–2014
On3
iOSSenior Lead Mobile Software Engineer
On3 private social networks
iOS
- Designed and built it as sole technical owner, from the Objective-C iOS app to the Django backend
- Engineered a fault-tolerant, persistent media upload queue, ensuring state preservation and robust error recovery across app lifecycles
2011–2013
DistinctDev
iOS and macOSAndroidWindowsSenior Mobile Software Engineer
Moai-based tools and engine
iOS, Android, Mac, Windows
- Architected a cross-platform Lua framework on the Moai SDK C++ core
- Shipped two games on it and supported the team building several more
The Moron Test 2
iOS, Android
Odd Squad
iOS
- Completed the game as sole programmer and game designer
- Added turn-based Game Center multiplayer to Moai in Objective-C++
2011
Zipline Games
iOS and macOSAndroidWindowsChromeLead Developer & Game Designer
Moai SDK
Open-source game engine
- Key contributor to the open-source, cross-platform engine
- Wrote 702 of the engine's 1,914 commits in its first year
- Built and managed its cross-platform automated CI system
Winner Open Source Rookie of the Year, Black Duck Software, 2011Source
Wolf Toss
iOS, Android, Chrome
- Designed and developed the game
- Built it in Lua on the Moai SDK
- Reached 1.8 million installs across iOS, Android, and ChromeSource
2008–2011
Geocaching HQ
iOSAndroidLead Mobile Developer & Producer
Geocaching®
iOS, Android
- Built the iPhone app from the ground up with two other developers
- Designed the UI, adhering to the skeuomorphic look common in the early years of the iPhone
- Apple's #3 best-selling Navigation app of 2010, at $9.99Source
Winner Webby Award (People's Voice), Best Use of GPS or Location Technology, 2010Source
Geocaching Souvenirs
iOS, Android
- Co-created Souvenirs, the platform's location and date-based achievements
Wherigo
Garmin GPS, Pocket PC
- Developed location-based game experiences for the Wherigo platform
2006–2008
Tenacious Games
WindowsCollectible card gameFounder, VP of Research & Development
The Spoils
Collectible card game
- Designed and directed the collectible card game
- Developed the database and graphic design software used to produce the cards
- Led a three-person R&D team
Winner Origins Award, Best Collectible Card Game (Fan Favorite), 2015Source
Winner Best Idea, InQuest Gamer Magazine, for The Spoils Open Beta Program, 2006
Runner-up Best Collectible Card Game, InQuest Gamer Magazine, 2006
Nominee Origins Award, Best Collectible Card Game, 2007Source
Nominee Origins Award, Best Collectible Card Game, 2006Source
The Spoils Tournament Software
Windows
- Used by tournament organizers around the world to run events and report results
- Built Swiss pairing, top cuts, and result reporting
2002–2006
Amaze Entertainment
PlayStationXboxGameCubeLead Level Engineer
Call of Duty: Roads to Victory
PlayStation Portable
- Led level engineering on the PlayStation Portable game
- Mentored a team of four level engineers
The Sims 2
PlayStation Portable
- Programmed the social game for the PlayStation Portable version
Digimon Rumble Arena 2
PlayStation 2, Xbox, GameCube
- Engineered and designed its levels
- Animated arenas that break apart mid-fight, like the lava level's stone fingers
- Worked with environment artists and the lead developer to maintain 60fps, even in 4-player mode
1999–2001
Interactive Imagination
WindowsGame Boy ColorCollectible card gameSoftware Engineer / Game Designer
Magi-Nation
Game Boy Color
- Co-created a novel one-stat battle system, to align with the similar system in Magi-Nation Duel
- Developed key concepts and backstory for the world of Magi-Nation
- Designed puzzle-based dungeons
- Sold about 100,000 copies in its first three monthsSource
Game Boy Color engine tools
Windows
- Built the team's Game Boy Color engine editor from scratch
- Edited maps, sprites, VRAM, palettes, and collision in one tool
Magi-Nation Duel
Collectible card game
- Designed the collectible card game
Winner Best Collectible Card Game, Gamers.com, 2000
Nominee Best Collectible Card Game, InQuest Gamer Magazine, 2000
Nominee Origins Award, Best Collectible Card Game, 2000Source
1995
Squaresoft of America
Super NintendoQuality Assurance Tester
Chrono Trigger
Super Nintendo
- Brought on for a short engagement to test the American localization of the Japanese RPG and ensure the user experience translated perfectly
Secret of Evermore
Super Nintendo
- A longer summer role acting as the target demographic, tasked with breaking the game and providing early gameplay feedback