Generalist Software Engineer since I was single digit years old. Experienced with enough languages and frameworks that it's not actually tenable to list them all here (Scroll down to my "Skills" section if you're curious)."In Software Engineering, anything is possible. It's just a question of time."Skilled at full-stack solutions and developing a project from ideation to publication. Particularly interested in Front-End User Experience (UX) and System Design. Or in other words, I like to make things that make sense, deliver the most value with the lowest barrier to entry, and where I get some degree of control to help make sure that happens.I'm happiest with a stable build framework, comprehensive continuous integration test coverage, a powerful API to build on, a modern c++ compiler (c++11 at a minimum), an interesting target feature set, and a skilled dedicated team to collaborate with.Worked at Electronic Arts on "The Sims 4", for 9 years. In 2010, as the sole "Software Quality Engineer", building a framework for, and integration and implementation of, automated end-to-end (e2e) testing. In 2014, as one member of a specialized game design discipline, as part of a team of 30+ engineers across 5+ disciplines. In 2018, as one of four "Core Engineers" with the combined responsibilities of all the prior teams, whose area of ownership covered, essentially, anything on The Sims 4 written in C++, plus HLSL shaders and C# game dev tools.Moved to Facebook to work in AR/VR in 2019, to avoid the "Game Developer tax", and explore the opportunity to work in VR and MRSpent a year at FB working on data (full-stack, client-to-server logging generation, collection, data aggregation and dashboard generation) to monitor crash statistics targeted for a common AR framework integrated across all Facebook's camera apps, then transitioned to Facebook's Oculus Virtual Reality team, where I'm happily back in product land, working on VR Headset Device Software.
Listed skills include Python, C#, C++, Test Automation, and 9 others.