Sr. Software Engineer — visionOS / 3D Graphics · OnePlanet
A visionOS SharePlay app that keeps 3D character experiences in lockstep across multiple Apple Vision Pro devices.
- ›Built end-to-end on RealityKit + ARKit with GroupActivities transport
- ›Designed for deterministic playback so all participants see the same animation state
- visionOS
- RealityKit
- ARKit
- GroupActivities
- SharePlay
- Swift
GPU Particles & Text-to-3D
2025Sr. Software Engineer — visionOS / 3D Graphics · OnePlanet
GPU-driven particle systems on iOS via Metal and on the web via WebGPU/WGSL, plus a text-to-3D conversion tool built on Three.js.
- WebGPU
- WGSL
- Metal
- Three.js
- iOS
Apple Graphics, Games & ML Frameworks
2016 – 2025DTS Engineer — GPUs, Games & Machine Learning · Apple
Nine years helping developers ship GPU-intensive apps and games on every Apple device since 2016. Wrote sample code and Tech Notes, supported APIs from proposal through release, and answered code-level questions at WWDC and on the developer forums.
- ›Authored Metal, Compositor Services, RealityKit, ARKit, and Core Image sample code
- ›Supported frameworks across the entire software lifecycle, starting at API proposal
- ›Provided code-level technical support at WWDC and on the developer forums
- Metal
- Compositor Services
- RealityKit
- ARKit
- Core Image
- Swift
- Objective-C
iOS Apps, MVPs & Prototypes
2014 – 2016Sr. Software Engineer iOS · Philosophie
Built apps and prototypes with clients across verticals — valet parking, dating, wine tasting, custom eyewear fitting — using lean startup methods. Mentored peers and trained designers in IB storyboards.
- Swift
- Objective-C
- React Native
- UIKit
Software Engineer · Zynga
Front-end features reaching millions of players. Shipped a full-stack crafting-storage expansion, plus experiment gates and telemetry — with no reported security exploits or major customer-service issues at launch.
The Strike & The Catch
2008Game Programmer — Rendering · Piranha Games
Rendering features for two fishing titles: a state-machine-driven time-of-day system that drove fog, lighting, solar orbits, and procedural water reflections; foliage shaders via SpeedTreeRT; led the initial Wii port.
NBA Live 06, FIFA 06 & World Cup 06
2005 – 2006Software Engineer — Pipeline Automation / Builds · Electronic Arts
Asset processing automation and CI for some of EA's first next-generation sports titles on Xbox 360. Improved the asset pipeline alongside senior engineers and assembled the project archives at ship.
- C++
- Build Pipelines
- Xbox 360