Experience
Notch Financial Inc. | Toronto, Ontario, Canada
Principal Software Engineer (March 2022 - Present)
- Designed and migrated web services to more scalable microservice architecture
- Added functionality to internal React application to bring it to parity with legacy Django application
- Reduced time to create and modify APIs while consolidating web services to common Express.js stack
- Created CLI tools to aid in creation and deployment of internal private node modules
- Led initiative to reduce complexity of database layer by migrating from 3 technologies to 1 without data loss
Mer10 Services Inc. | Georgetown, Ontario, Canada
President & Software Engineer (June 2020 - Present)
- Developed software for a variety of clients using technologies such as React, Express.js and Next.js
- Collaborated with clients to gather requirements and deliver high-quality software on time and within budget
- Created a high availability web service which has scaled to processing millions of requests per day
- Consulted with multiple stakeholders to migrate a large amount of DNS records with limited downtime
- Built payment processing dashboard in React for processing monthly subscriptions
Prodigy Game | Burlington, Ontario, Canada
Technical Lead (July 2017 - March 2022)
- Lead teams of up to 6 developers, delegating implementation work as well as providing mentorship
- Overcame network coding challenges to add the first truly co-operative game feature
- Lead the technical design and development of Prodigy’s second game from ideation to initial launch
- Contributed to our in-house editor, which cut down significantly on iteration times
- Built an on-screen menu that allowed the designers to tweak settings on the boss in real time
- Lead the team in building the first feature in the game with a streaming map, eliminating load time
- Built the first feature to be secured using server side logic to prevent players from hacking
Future Access | St. Catharines, Ontario, Canada
Mobile and Web Developer (February 2016 - July 2017)
- Shipped products using a variety of tools including Xamarin, CodeIgniter, NodeJS
- Took part in prospective client meetings and prepared quotes for projects
- Discussed project feedback and changes with clients
- Assisted in scheduling milestone dates and features
Vinyl Games Studio | Missisauga, Ontario, Canada
Lead Programmer (February 2013 - June 2016)
- Implemented in-house 2D and 3D engines using OpenGL and OpenGL ES
- Lead team meetings discuss the design of the engine subsystems in various projects
- Created various tools in C# Forms to allow designer and artists to interface with the engines
- Maintained an internal Ubuntu Server which hosted SVN repositories and testing databases
- Communicated with designers and artists about export pipeline
FAKT Software | Leipzig, Germany
Quality Assurance (September 2011 - August 2012)
- Provided feedback about level design and bugs
- Worked on projects released on PC, Xbox 360, PS3, Nintendo Wii, Nintendo DS, and iOS
- Created detailed bug reports using Mantis Bug Tracker
- Tested technical requirements to allow the games to be published on digital distrubution platforms
- Helped in localizing projects from German to English
Projects
Vinyl Games Studio
Astro Guardians (April 2015 - June 2016)
- Implemented the game's UI and a character customization systems
- Developed in C# using Unity3D
- Created Unity Editor tools to allow designers to add new items for players to purchase
- Created native code plugins in Objective-C and Java for iOS and Android
- Wrote cloud syncronization save game functionality using iCloud and Google Play
Unannounced Project (September 2014 - July 2015)
- Created a complex post process effect for Unreal Engine 4 using C++
- Designed the weapon system to allow for a streamlined addition of new weapons to the game
- Lead the team meetings for designing the backend systems
Circuit Panic (February 2013 - April 2014)
- Implemented the in-house 2D engine in C++ for iOS and Windows, and Java for Android
- Used programmable pipeline OpenGL/OpenGL ES as the rendering backend
- Optimized rendering using batching to allow game to run on older devices
- Created various tools for artist and designers to package assets for the game
- Wrote a basic 2D rigging system to allow for customization of characters
Sheridan College
Final Capstone Project (May 2014 - August 2014)
- Created a 3D engine using C++ for use in a multiplayer third-person shooter
- Implemented and maintained the OpenGL graphics backend
- Created a variety of tools for exporting the models and animations into the engine
- Implemented GPU skinning so that skeletal animations were running with optimal performance
- Wrote a small block allocator for use in a cross thread messaging system
- Scheduled tasks and deadlines for the team of programmers
Education
Sheridan College | Oakville, Ontario, Canada
Game Development - Advanced Programming Certificate (August 2014)
Acheived a 4.0 GPA, graduated with honors, and received the Sheridan Silver Medal of Academic Excellence for earning the highest grade in the course
Computer Programmer Diploma (April 2013)
Acheived a 4.0 GPA and graduated with honors