Online Systems Engineer
As an Online Systems Engineer at Private Division I worked with our external and internal development partners to create online services and generate telemetry for their titles. I also worked on many internal projects for Private Division some of which were used across Take-Two Interactive.
Games I contributed to
2024 - No Rest for the Wicked - Moon Studios
Lead online systems production meetings.
Worked collaboratively with Moon Studios online team to plan future multiplayer server capacity, telemetry storage, and telemetry analysis.
2023 - Kerbal Space Program 2 - Intercept Games
Created the telemetry system in direct collaboration with Intercept Games.
Managed KSP2’s PlayFab instance.
Developed services to move excess telemetry data to Snowflake storage.
Created Grafana dashboards to monitor uptime and generate player insights.
Assisted multiplayer development.
2023 - After Us - Piccolo Studio
Assisted development of service that grabbed a random assortment of player planted objects using AWS.
Created a service to manage AWS GameLift fleets to increase server uptime.
2022 - OlliOlli World - Roll7
Managed Roll7’s PlayFab instance.
Worked directly with Roll7 to develop telemetry schema to track interesting player stats.
Created Grafana and Tableau graphs for tracking player cheating behavior.
Internal Projects
Internal Game Keys Site
When I joined Private Division there was an existing game key distribution site built for Private Division employees. I personally updated the database schema and modernized the site layout. This allowed us to share the key site with the rest of Take-Two Interactive and our sibling companies 2K and Rockstar. This saved tons of time and overhead across the company by increasing the ease of use of sharing game keys with employees.
Unity Telemetry Package
I lead development of a Unity telemetry package which was based on the work I did on KSP2. Had we implemented the package in Private Division’s future Unity titles this would have unified the telemetry data across the publishing label’s titles and also ease the overhead of sending data to Take-Two.
Unreal Telemetry Plugin
I lead the development of an Unreal telemetry plugin based on PlayFab’s telemetry plugin for an unreleased Intercept Games title. I worked directly in-engine alongside Intercept Games developers to create the plugin.