Selected work

Projects

A curated slice of twenty years across visionOS, Apple developer technologies, games, and graphics tooling. Pulled from a longer résumé — ask me about anything you don’t see here.

Professional

Character-SYNC

2025

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

2025

Sr. 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 – 2025

DTS 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 – 2016

Sr. 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

FarmVille

2011

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.

  • ActionScript 3
  • PHP
  • Flash

The Strike & The Catch

2008

Game 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.

  • C++
  • HLSL
  • SpeedTreeRT
  • Wii

NBA Live 06, FIFA 06 & World Cup 06

2005 – 2006

Software 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

Personal & Academic

Procedural Plant Growth (Undergraduate Thesis)

2000

Computer Science Undergraduate (A−) · McGill University

C++ research software for animating plant growth via procedural modeling. Generated plant architectures with timed deterministic L-Systems, textured surfaces with RenderMan procedural shaders, and previewed models in an OpenGL utility built on a generic XML scene description.

  • ›Influenced the L-System hero rendered on the home page of this site
  • C++
  • OpenGL
  • RenderMan
  • tDOL-Systems
  • XML