About Me

I started my career in games at Gogii Games where I had worked on titles such as Princess 3: Rise of an Heir and Infected: The Twin Vaccine. I was then brought in to Telos Entertainment to help work on a Unity project. Most recently at Itavio, we developed the iOS and Android Itavio parent app. I was primarily responsible for the Unity and Native implementations of the Itavio SDK. It was a great learning experience as I was introduced to many new concepts and challenges that had not presented themselves in my past.

I graduated with honors from NBCC Miramichi's Electronic Game Design course in June 2011. I have also completed 2 years of the University of New Brunswick's (UNB) Bachelor of Computer Science degree. Throughout my education I have established high standards through my work in C/C++, C#, Java, and HTML.

While in school, I worked as a web developer for the Department of Fisheries and Oceans (DFO). There I contributed to the development of the internal Content Management System using PHP, Ajax and MySQL. During my three summers at the DFO, I gained experience developing and optimizing the statistics reporting and user interface. Later I developed the internal search engine, as well as implemented a mail distribution system and version control system.

I completed my work practicum with On The Fly Entertainment, where we prototyped some game ideas in Flash, and eventually worked on an unreleased Facebook game called 'Dig Dig Dig Dig Dig!'.

Projects

Itavio SDK & App

At Itavio I worked on the native versions of the SDK (Android and iOS) as well as the Unity plugin. I also worked on some aspects of the parent app, primarily the rest client and the android voting page.

Cursed Kingdoms: Hidden Mysteries

For this project I developed a quest system and a quest editor for the designers. I also worked a lot on the build system to simplify building to iOS, Android and Windows Store.

Whispered Legends: Tales of Middleport

In this game we had introduced a new hud, further improved the animation system and fixed many long-standing bugs in the core system.

Fairy Tale Mysteries: The Beanstalk

This game was the first one to use a completely overhauled hint system that was entirely automated. It also featured a new framework for mini-games. I also worked on streamlining the build system.

Princess Isabella: The Rise Of An Heir

This project began what would lead to massive improvements to the core toolset. Improved animation tools and workflow improvements allowed for a very quick turnaround on this game.

Infected: The Twin Vaccine

This is the second project I worked on at Gogii, where I was the first programmer to delve into a new Unity3D toolkit for making hidden object adventures. Some of the more interesting aspects of the game I worked on would include an improved hint system using A* path finding and a hardware accelerated cursor plugin for both Mac and PC. I also worked on a variety of tools that allowed for improved workflow in all aspects of the project. This game was received well, and managed to hold #3 at Big Fish Games for three weeks, with many positive reviews.

Frat House: The Perfect Score

This was the first project I contributed to at Gogii. I assisted with many aspects of the game, from A.I. and particles to UI and deployment on the iOS platforms.

Flash to Air Workshop

These videos are the 'take-me-homes' from the workshop I gave at the 2011 Jalloo Festival. I was asked if I could put something together based on my Flash and Mobile classes final projects.

Dig Dig Dig Dig Dig!

This is the project I worked on during my practicum with On The Fly Entertainment. I developed most of the tables in the database and did most of the PHP coding that interacted with those tables. Learning to work with the rapidly developing Facebook API, and handling incoming/outgoing xml requests are only some of the valuable lessons that I learned during the practicum.

HTML5 Pong

This was an exercise meant to be our first independent foray into HTML 5 for our Mobile Programming Class.

Shooter

This was my final project for the Flash Scripting class. It was built in FlashDevelop with the Flex framework and uses the FlashPunk library. A successful attempt to port it over to the Android platform (specifically to the Motorola Xoom) using Adobe Air later became my final project for Mobile class.

Minimal Archaeology

Minimal Archaeology began as a personal endeavor to simplify the archaeology interface introduced in the World of Warcraft Cataclysm expansion. When I released the add-on to the public I was hit with an abundance of positive responses, so I developed the add-on further. I then took on a feature set as my personal project for the Production Process course, which resulted in the Active Dig-site Indicator, Map Dig-site Details, and a huge amount of bug fixes and interface improvements.

Spoils of War

This is the final result of a group project in our Project Management course. I was responsible for all code related documentation, and the majority of the code (excluding the the base audio code). I wrote the state manager, all the various states, the input handler, core logic, and the AI.

Ooze Maze

This was my final project for the Programming Concepts course at the end of the first year. The assignment required a custom linked-list class, and a method to sort said list. I used SDL to handle input and drawing to the screen, and even though it was not part of the requirements, I was able to port the project to the PSP using the minPSP toolchain.

Resume

Skills

  • C#
  • C/C++/Objective-C
  • Java
  • Swift
  • Unity3D
  • Windows/OSX/Linux
  • iOS/Android
  • Xamarin
  • HTML/CSS
  • PHP
  • MySQL
  • JavaScript

Experience

Game Programmer II

Scientific Games

  • April 2018 - Present
  • Alpharetta, GA
  • Worked remotely with a distributed team
  • Use and develop HTML5 technologies with a focus on lightweight mobile development
Video Game Design & Development Instructor

Eastern College

  • January 2016 - March 2018
  • Moncton, N.B.
  • Prepare curriculum and assist with business development
  • Classes range from game design and math, to programming in a variety of languages for a variety of platforms
Programmer

Itavio

  • January 2015 - September 2015
  • Moncton, N.B.
  • Developed native plugins for Unity
  • Worked in a cross platform (iOS/Android) app using Xamarin
Programmer

Telos Entertainment

  • October 2014 - January 2015
  • Charlottetown, P.E.I.
  • Worked remotely with a team
  • Assisted with internal research projects
Programmer

Gogii Games Corp

  • August 2011 - October 2014
  • Moncton, N.B.
  • Released Titles
    • Infected: The Twin Vaccine (PC/Mac - Lead Programmer)
    • Princess Isabella: The Rise of an Heir (PC/Mac - Lead Programmer)
    • Fairy Tale Mysteries: The Beanstalk (PC/Mac - Lead Programmer)
    • Frat House: The Perfect Score (iOS - Programmer)
  • Worked independently and in small teams
  • Developed tools to facilitate the development hidden object games and improve workflow
Junior Programmer/Analyst

Department of Fisheries and Oceans

  • July 2008 - August 2010
  • Moncton, N.B.
  • Worked in a team to achieve various project milestones
  • Programmed with PHP, JavaScript/AJAX, XHTML, and MySQL

Volunteer

Regional Coordinator and Facilitator

UBU Atlantic

  • March 2015 - September 2020
  • Moncton, N.B.
  • Notable Recognition
    • Moncton Pride Marshal (2017)
  • Manage and work with the UBU branches across New Brunswick
  • Organize and coordinate peer support meetings
  • Train volunteers
  • Provide and prepare education materials to businesses and schools

Education

Electronic Game - Design

New Brunswick Community College

  • 2009 - 2011
  • Miramichi, N.B.
  • Graduated with honors
  • Experience with C++, SDL, DirectX 9, and FMod
  • Worked with ActionScript 3, mostly in FlashDevelop with FlashPunk
Bachelor of Computer Science

University of New Brunswick

  • 2006 - 2008
  • Fredericton, N.B.
  • Completed 2 years of a Bachelor of Computer Science