Unity developer with extensive experience in designing and building massive, procedurally generated, multiplayer supported worlds and game systems to operate highly performantly at scale. While working on my own "Skyrim meets Minecraft" multiplayer RPG Sword and Stone, I designed, built, and rebuilt time and again systems which operate at massive scale. With few exceptions, I wrote all code for the project personally including RPG systems such as inventory and combat to custom physics handling, custom real-time 3D A* pathfinding, and much, much more.I was then hired as the sole simulation engineer assigned to build and maintain an MMO scale procedural world with simulated weather and erosion (1 billion voxel mutations per second) for an unannounced, in development project led by Raph Koster, funded by Kakao Games and other financial investments. From there, I stepped into a founding Unity Engineer role for an unannounced, in development, blockchain based MMO where I designed and built an infinite, procedural world targeting WebGL (which requires extensive optimization and care) while creating best practice guides, interviewing new candidates, and building tooling for other departments to interact with that world. I'm now an indie developer full time working on an ambitious new project, but am always open to roles on ambitious teams looking to innovate or needing my unique skill set.
Listed skills include Unity3D, Redux.Js, Bootstrap, Git, and 11 others.