Work

Gameplay, then AR, then the systems underneath. Lately, none of the above.

Now

Disney Streaming · since January 2025

Product Software Engineer II. Building product software at streaming scale, which is a different kind of hard than games were — fewer frames, considerably more people.

Before

Private Division · 2021–2024

Online Systems Engineer. Telemetry systems and live services for Kerbal Space Program 2, No Rest for the Wicked, After Us and OlliOlli World, working directly with each studio's team. Also built internal tooling that ended up used across Take-Two, 2K and Rockstar, and led development of telemetry packages for Unity and Unreal. The longer version →

ViacomCBS · 2019

Associate Software Engineer, AR/VR. Built the Light as a Feather AR experience for AwesomenessTV's VidCon booth on Magic Leap — seven volumetric video performances woven into a physical room. Wrote a set of Unity Timeline clips and tracks for triggering volumetric video in sync with effects and audio, which is what made assembling the story tractable, plus most of the object interactions.

Mission HydroSci · University of Missouri

Unity Developer on an educational game funded by the U.S. Department of Education, teaching middle schoolers water science and scientific argumentation. Designed and built the logging system — player position, puzzle outcomes, quest progress, serialised to JSON and into MongoDB — and worked with the analytics team to turn it into something researchers could actually answer questions with. Also replaced a slow third-party buoyancy system with a spring-joint approach that supported water flow, which became the basis for a set of puzzles.