Most of my work at Facebook Reality Labs is highly confidential. One project I
can discuss is the haptic glove.
In this video the user is wearing a prototype haptic glove. Her hands are tracked and fully articulated in virtual reality. When she touches a virtual jenga block with her virtual hand the real glove produces real haptic feedback.
Dino Frontier is a virtual reality tabletop scale simulation in a world where the
wild west and jurassic collide.
Dino Frontier is a game idea that I came up with. I wrote an internal pitch document
which excited co-workers. I spent two months working mostly by myself on a prototype. A few artists
helped briefly to polish a pitch demo for publishers. We signed a deal with Sony.
During production I was Co-Director of an 8 person team. I was responsible for
engineering and shared design responsibilities.
I designed and programmed the camera, controls, autonomous AI behavior, tutorial, and
much more. I established code and editor standards to ship a 90Hz VR game on PS4 in Unity.
We shipped a boundary pushing title for PlayStation VR with a team of just 8 people
and 10 months.
Planetary Annihilation is a large-scale RTS with gameplay taking place across
multiple spherical planets.
I programmed many gameplay systems such as weapons, targeting, recon, unit orders,
patrols, transporters, teleporters, asteroid thrusters, death star lasers, and more.
I implemented ChronoCam which allowed players to scrub time mid-game. I also wrote
our save/load system which featured the ability to restart gameplay from any point in a replay file.
Both features were built on the back of our unique client-server network architecture which I had a
heavy hand in implementing.
I wrote our voxel-based pathfinder. It supports spherical planets, thousands of
units, multiple unit sizes, and multiple unique movement types.
Outland Games is an endless runner set in the Monday Night Combat universe for iPhone
This was a small project with just 19 man-months worth of work spread across 5
people. As the sole programmer I wore many hats: gameplay, design, UI, content pipeline, iOS
submission, optimization, and more.
This project achieved multiple strategic objectives. Outland Games expanded our
Monday Night Combat IP into a new market. It developed a codebase that was later used for Planetary
Annihilation. And it was a showpiece that demonstrated Uber's ability to ship a polished mobile
Monday Night Combat is a class-based, third-person, team shooter. Super Monday Night
Combat is its free-to-play successor.
Most of my time on the MNC franchise was spent on gameplay engineering. I worked
closely with artists and designers to create and support systems for their use. Systems include
weapons, abilities, grapples, dialogue, buffs, character customization, game modes, map gadgets, and
I also debugged and fixed complicated UE3 network replication issues.
One of my career highlights is daily playtests for MNC and SMNC. There's not much
better than a post playtest discussion for a game you love to both play and make.
Alcohology is cocktail recipe app for iPhone. Users specify what mixing ingredients
they have and Alcohology lets them know what cocktails they can make. It also offers suggestions
showing what newdrinks can be made with new liquors or mixers.