Resume [pdf]

SPAN.IO, Staff Mobile Engineer 05/2022 - Present

  • Orchestrated mobile-side overhaul of networking stack to reduce costs and improve reliability, consolidating duplicated & divergent services into a shared repository usable by both apps

  • Launched PowerUp, a smart energy management system that maximizes home electrification while avoiding costly service upgrades, instrumental in landing win-win contracts where multi-home builders save hundreds of thousands of dollars

  • Delivered improvements to Drive, our smart EV charger, including the ability to synchronize charging schedule with the users’ time-of-use rate plans, helping both their wallets and the grid

  • Pioneered Scrum adoption within the organization in a cross-functional, distributed team, paving the way for a subsequent company-wide rollout, for which we were deemed, “the best prepared, by far”

Pocket Gems, Gameplay Engineer (Software Engineer II) 08/2019 - 05/2021

  • Implemented an improved Team Search & Recommendation algorithm that released with a 70% positive player sentiment

  • Expanded our Autobattle logic to appropriately prioritize and attack secondary targets (one of players' most desired features)

  • Built and documented a debug tool to set and restore a gamestate save point, enabling shorter testing loops

  • Created a new parameterizable in-game ability, while identifying and providing robust handling of edge cases

Penrose Studios, Software Engineer 10/2018 - 6/2019

  • Refactored tightly-coupled avatar system to allow for easy addition of new platforms and rigs in Unity

  • Prototyped a cross-platform mobile and VR networked level-building mechanic in Unity

  • Proposed and deployed Scrum to add vital structure to rapid prototyping phase, acting as coach/facilitator

  • Investigated, load tested, and presented recommendations for third-party cross-engine networking solutions

  • Prototyped VR player movement mechanics and streamlined controller input system in Unreal Engine 4

Smule, Lead Software Engineer / Software Engineer 3/2013 - 10/2018

  • Spearheaded Android development for Sing Live Jams real-time duet feature with offshore team

  • Directed 3 developers to deliver Piano Composer, growing song catalog from thousands to millions

  • Architected client-side framework to leverage crowdsourced backing tracks to appeal to global audience

  • Created a promotion/leaderboard system to feature Partner Artists, a key piece of our business model

  • Led a redesign of Autorap, adopting scalable UI paradigms, and updating to a SWIG-driven JNI engine

  • Created a weekly Android Dev Meeting to share knowledge, identify tech debt, and standardize practices

Fantasy Hip Hop, VP of Engineering 7/2011 - 3/2013

  • Shipped 4 iOS games built in Unity: Rapper Run, KimYe, Roman’s Rage, and RhymeCraft

  • Prototyped an asynchronous turn-based multiplayer backend for RhymeCraft using Node.js

  • Implemented player/vehicle movement, collision system, basic pathfinding, and AI for an unreleased 3D desktop MMORPG that earned the company funding and acceptance into a video game accelerator

Education

  • Brown University ‘10 - B.A., Computer Science; B.A., Electronic Music & Multimedia - GPA: 3.5

Skills

  • React Native: TypeScript (GraphQL, Redux, Sagas, Zustand, Ably, gRPC, Protobuf)

  • iOS: Objective-C (Cocos, Apportable)

  • Unity: C# (UNet, Photon, ENet-CSharp, Dissonance, OVR, SteamVR, ARKit)

  • Android: Java (Retrofit, OkHttp, Android Annotations, Smack XMPP)

  • Misc Contexts: Python (Google App Engine), C++, JIRA

Interests

  • Gaming for Charity

    • Organized/captained teams for CEA/AHGL leagues at PG, Penrose, and Smule for several games (CS:GO, Chess, Rocket League, Overwatch, League of Legends, Heroes of the Storm)

    • Captain/7-year Participant of Extra-Life

  • Music

    • Play electric bass & previously alto sax

    • Worked as Music Director and on-air DJ for 95.5 WBRU in Providence, RI

  • Outdoor Activities

    • Snowboarding & Wakeboarding

    • Rock Climbing

    • Snorkeling