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Staff Software Engineer
Gameplay engineer at Riot Games who owned the Unreal State Trees AI behind 30 enemy types and built designer authoring tools.
United StatesStaff Software Engineer at Riot Games
Owned the AI enemy system built on Unreal State Trees behind 30 enemy types and built authoring tools for designers. Rebuilt legacy gameplay systems and owned the escalation system, animation support, cameras, and bots.
Unreal EngineState TreesC++Generative AIBackend APIsDebugging Tools
Replaced Unreal Engine's built-in networking with a custom low-latency C++ networking layer with client prediction and reconciliation. Defined architecture across networking, UI, and animation, and led two engineers.
C++NetworkingClient Side PredictionReconciliationsUnreal EngineArchitectureLeadership
Designed and built fundamental gameplay primitives used across tens of thousands of games on Core. Drove dozens of major systems from requirements through release, including player controllers, cameras, and vehicles.
Gameplay SystemsPlayer ControlCamerasVehiclesLeadership
Improved installation and update systems for GVFS (now VFS for Git), scaling Git to the Windows repository, and integrated it with the Windows team's tooling.
C++GitInstallation Systemssystem updates
Built the Titanfall audio engine in C++ on XAudio2 with 256 channels on its own thread within a static 128 MB memory budget. Shipped Titanfall and Titanfall 2 across gameplay, UI, rendering, and networking.
C++XAudio2Audio EngineGameplayUIRenderingNetworking
Attended the California Institute of Technology from 2005 to 2011.
Attended the California Institute of Technology from 2005 to 2011.
Profile sourced from Himalayas.