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Professional Work
Below is a collection of professional projects I have worked on, most of which involve C++ programming. For more details on each one, check out my LinkedIn page.
Magic Leap 2
Coming back for a second time, I've done more work for the developer tools on the SDK as part of the release for the Magic Leap 2. This work involves new simulation spatial computing features and integration of Vulkan GPU interprocess texture sharing in the simulation backend.
Crunchyroll for Nintendo Switch
I contributed to major areas of the Crunchyroll app on the Nintendo Switch, using Unreal Engine 4. I did the programming for the home page, video player UI, menu, footer, watchlist page, and history pages, which includes using UMG/Slate and REST APIs to retrieve the Crunchyroll content.
Hi-Rez Studios Project
I did some work with the talented people at Hi-Rez studios on an unannounced project with Unreal Engine 4. Most of this involved networking features for content storage and loading (REST APIs).
NBA 2K22
Similar to my work on NBA2K21, I contributed to various areas in the codebase. I added a major change which introduced a new practice drill players can do in their personal gym with a ball machine.
NBA League Season 4
I worked with a small team to get the new NBA2K League working on PS5 for season 4 (an e-sports version). Much of my work here was optimizing GPU usage to maintain the target FPS of 60, and resolving critical memory usage issues for Sony build submissions.
NBA 2K21
As part of a large studio, I contributed to several areas of NBA 2K21 for PC/PS4/XB1, including improving AI behaviors (involving Maya work!), fixing networking issues, addressing soft-locks and crashes, and new UI features in the main menus.
Magic Leap 1
I worked on the developer tools within the Magic Leap SDK as part of the Magic Leap 1 release - particularly the simulator known as Zero Iteration at the time. I added universal customizable peripheral input, graphics features, spatial computing simulation features, and more.
MForce
I improved and maintained critical features in slot gaming platform MForce for casinos around the world (C++). I also co-designed architecture and implemented a game engine framework for the major project Nitro Bonus.
Judgment Analysis Tool
I worked with a professor at Texas A&M University to create a tool for his judgment analysis graduate course. I created the tool in C, which provided a GUI for students to easily generate Excel spreadsheet reports based on data they provided.