Halo Infinite
Halo’s first free to play Multiplayer title, available on Xbox One, Xbox Series, and PC.
I’ve touched so many parts of Halo Infinite, from early prototypes of the campaign experience, to improving animation workflows, to becoming the lead engineer for the Academy & Bots features for Halo Infinite’s Multiplayer. I was privileged to lead a small team that’s responsible for those features, and we pitched in to help support to Multiplayer experience all up.
I’m really proud to say our multiplayer bots have received broad critical acclaim as some of the best bots seen a video game ever.
How 343 made Halo Infinite's bots play like humans • Eurogamer.net
How Halo Infinite's Bots Became So Ruthless And Helped 343 Develop Multiplayer - Game Informer
Halo 5: Guardians
Halo’s 60 fps debut on Xbox One.
I joined 343 Industries shortly after Halo 4 shipped. I worked on the campaign for Halo 5, helping the design team with bespoke and tricky sequences across the campaign. I worked on networking code to support a move to dedicated servers and join in/drop out co-op, as well as some dev tools to make launching the game easier. I also did a ton of work on optimizations and level streaming. My favorite feature was improving the flocking system, which was used for ambient life and for big sky battles with dozens of ships dogfighting in the skybox.
Halo 5: Guardians Review - IGN
What works and what doesn't in Halo 5: Guardians • Eurogamer.net
Microsoft Hololens
The Hololens is an augmented reality headset using virtual holograms placed in the world around you.
I worked on Hololens in early R&D. I primarily focused on exploring and prototyping different interaction models for how uses could interact with holograms in a variety of user contexts. I also was one of the initial internal advocates of using Unity for Hololens experience development and helped our team massively improve our prototype efficiency after switching over to it.
Project Spark
Project Spark is a game about making games.
I worked on Project Spark in pre-production, and only for a few months. In that time, I added a cool feature to the brain editor (pictured here) which was a kid-friendly tile based code editor. I essentially added a behind the scenes auto complete to allow the scripting engine to insert appropriate tiles that the user may have forgotten.
Unchained
Unchained was an Advanced Games Project at the University of Southern California.
This was my first experience leading a team. I think we had thirty-ish people involved across several universities. We built the engine from scratch in XNA. We had a huge team of engineers, designers, artists, audio implementers, a composer, and even voice actors! I learned a ton about leadership, production, design, writing, programming, and scoping. I’m really proud of what we put together.