Skills

Legend

Familiar
Experienced
Advanced

Programming Languages

Rust
C++17
Python
Go
C
Bash
Starlark
Groovy
C#
GLSL
WGSL
GDScript
JavaScript
TypeScript
Java

Technologies

Tools / Miscellaneous

Git
Bazel
Linux
RPM / DNF
CMake
Docker
Jira
SaltStack

Game Engines

Godot
Bevy
Unity
Unreal

CI / Testing

Pytest
Robot Framework
GoogleTest
GitHub Actions
Jenkins

Work Experience

The Walt Disney Company

Senior Software EngineerOct. 2024–present
  • Implemented new client features and bug fixes for Hulu and Disney+ apps on the Native Client Platform (NCP).
    • Shipped production‐quality consumer client on many platforms: PlayStation, Xbox, Broadcom set‐top boxes, and more.
    • Applied lint tools to validate app configuration in continuous integration (CI) to prevent build failure and merge conflicts.
    • Introduced automated code ownership and pull request labeling to accelerate code review and reduce developers’ cognitive overhead.
    • Led a small group ”Hackathon” to brainstorm new user‐facing features for the Hulu app. Implemented a ”quick‐add” feature together the group and presented a demo to the larger streaming organization.
  • Implemented new Hulu changes to prepare for release on a new platform: Amazon Fire Stick 4K Select (Vega OS).
    • Worked with video player engineers to identify the root cause of major bugs that would degrade user experience or violate streaming rights agreements.
    • Led the design of an authentication rearchitecture to enable on‐device user login, including existing PS5 users.

Juniper Networks, Inc. (formerly 128 Technology, acquired Nov. 2020)

Software Engineer IV_Jul. 2021–Oct. 2024
Software Engineer IIINov. 2020–Jul. 2021
Software Engineer IIMar. 2019–Nov. 2020
Software Engineer IJun. 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.

STEP Tools, Inc.

Intern, Software DevelopmentJun. 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.

GlobalFoundries

Intern, Leadership Development and Technical VitalityJun. 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

Undergraduate Course MentorJan. 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.