Game Development
I’ve spent much of my career designing and building the level editors, asset pipelines, and engines that let artists and designers bring ideas to life. From tools programming and standards development to developer education, I have a deep love for the creative process and the systems and software that enable the highest levels of craft.
Virtual World Startup
Cloud Party was a browser-based virtual world designed by game industry veterans. From minimalist voxel art to fully scripted games, anything you could imagine was possible and instantly sharable with the click of a link. Cloud Party was acquired by Yahoo in 2014.
As an Animator and Engineer I worked across the creative and technical stack: creating character art and animation, writing scripts, building showcase experiences, and authoring tutorials that helped users learn by making.
Level Editors, Tools, and Gameplay
At SEGA Studios I lead the central technology and tools team responsible for the engine and level editor used across multiple console titles. I designed and implemented the terrain editor and asset pipelines that shipped in games including Golden Axe and Iron Man.
At Pandemic Studios, I worked on Full Spectrum Warrior, where I wrote the level editor, built Maya-based import and export tools for art assets, and implemented core gameplay systems.
Developer Outreach and Standards
At Google, I served as a bridge between the game development community and the Chrome team, specializing in HTML5 and WebGL. I partnered with developers, organized hackathons, taught classes, spoke at conferences, and represented Google in standards discussions. The goal was to drive adoption of modern web technologies and to make advanced graphics more accessible.
Earlier, at Sony R&D, I worked on the team that developed the COLLADA (.dae) file format for CG asset exchange. I contributed to specifications, wrote importers and exporters, created tutorials, and helped drive adoption. Our work was standardized through the Khronos Group in 2006, and COLLADA remains widely supported across game engines and 3D content creation tools today.