Skills
Legend
Familiar | Experienced | Advanced |
Programming Languages
C++17 | Python | Rust | Go |
C | Starlark | Groovy | Bash |
C# | GLSL | WGSL | GDScript |
JavaScript | TypeScript | Java |
Technologies
Git | Bazel | Linux | RPM / DNF / YUM |
CMake | Docker | Jira | SaltStack |
Game Engines
CI / Testing
Pytest | Robot Framework | GoogleTest | GitHub Actions |
Jenkins |
Work Experience
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Software Engineer IV | Jul. 2021–present |
Software Engineer III | Nov. 2020–Jul. 2021 |
Software Engineer II | Mar. 2019–Nov. 2020 |
Software Engineer I | Jun. 2017–Mar. 2019 |
- Improved agility and code maintainability by establishing and enforcing best practices. Reduced time to test and deliver features with automation and workflow ergonomic improvements.
- Caught bugs before deployment to customers by adding static analysis tools (linters and formatters) to continuous integration (CI). Improved developer efficiency by implementing 6 custom checks for correct usage of in‐house libraries.
- Reduced time‐per‐build by 3–4 minutes by identifying and and eliminating sources of Bazel and CMake cache invalidation, reducing developer build and test iteration time to maximize productivity.
- Decreased developer time spent writing boilerplate by automatically generating documentation, mock interface implementations, and vendored dependencies. Improved productivity by enabling IDE language server support.
- Took ownership of an application used to deploy and upgrade 50,000+ devices across more than 100 customer networks.
- Improved upgrade reliability and download speeds by integrating the installer with a Content Delivery Network (CDN). Implemented limited access to beta and alpha software for selected customers.
- Increased customer maintenance speed from 20‐30 routers/week to 250‐300 routers/day by building a custom automated upgrade application for over 2,500 sites, eight management planes, and two regions.
- Kept customer devices up‐to‐date to avoid common vulnerabilities and exposures (CVEs) by implementing installer functionality to perform in‐place operating system upgrades.
- Paved the way for integration with the Mist AI cloud by leading the design and implementation of a new upgrade service to perform image‐based (A/B) firmware upgrades of the SSR platform, check for updates and perform downloads.
- Improved reliability of SSR upgrades by implementing automatic revert, restoring systems after faulty upgrades.
- Enable customers to utilize powerful cloud network analysis and manage routers without a direct connection or dedicated management controller device by driving upgrades via the Mist AI cloud user interface.
- Improve reliability from the legacy package‐based upgrade with device health checks and avoiding in‐place upgrade process that could result in corrupt installations.
- Grew from novice to resident expert in the Go programming language in under a year.
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Intern, Software Development | Jun. 2016–Aug. 2016 |
- Enabled customers to visualize and optimize manufacturing by building a 3D web application to simulate machining parts.
- Integrated existing native C++ bindings into a Node.js backend and a Three.js frontend renderer.
- Won 2nd place in the MTConnect Student Challenge.
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Intern, Leadership Development and Technical Vitality | Jun. 2015–Aug. 2015 |
- Educated current and new‐hire employees in company quality assurance policies by developing 2 educational scenario‐based games for use in technical training curriculum. Taught players trade‐offs and consequences of quality‐impacting decisions in simplified manufacturing simulations.
- Improved employee usability, efficiency and reliability of training record‐keeping by contributing to database design for migration to a new learning management system (LMS).
Education
Bachelor of Science in
- Games and Simulation Arts and Sciences
- Computer Science
Dean’s List: Fall 2013–Fall 2014
Dean’s Honor List: Fall 2015–Spring 2017
3.75 GPA
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Undergraduate Course Mentor | Jan. 2016–May 2016 |
| Aug. 2014–Dec. 2014 |
- Wrote homework solutions for Foundations of Computer Science course.
- Assisted students with homework and graded FoCS assignments.
Coursework
Game Development I & II
Working in small teams, built four small games and one larger game, using four different game engines (Unity, Unreal 4, Cocos2D, and HaxeFlixel). Implemented a time‐travel game mechanic via a custom Blueprint in Unreal C++.
Experimental Game Design
Built two medium‐sized games as group projects, experimenting with novel control schemes, abstract gameplay mechanics, and narrative. Implemented a haptic control scheme for Android and networked multiplayer using Unity Engine.
Game Architecture
Implemented various components of a game engine, including entity‐component systems (ECS), physics (collision detection and rigidbody simulation), scripting, and procedural generation.
Advanced Computer Graphics
Researched and implemented graphics techniques from publications in C++ and OpenGL, including fluid and cloth simulation, physically‐based rendering, and mesh manipulation.