off the clock
Interests
- Create
- Move
- Tinker
- Unwind
who am I
Playing the original Halo on the original Xbox, split-screen with my dad, is what first pulled me toward tech and game development. I still remember staring up at the skybox on The Silent Cartographer and asking him whether the world kept going past the edge of the map. "Does staring at the sun in game damage your eyes like it does in real life?" These questions begged, "how does this actually work?" and I pursued that answer.
Nowadays I build high-performance, real-time software: automotive HMI, game engines, XR simulation. Most of what I work with day-to-day is C++ systems engineering sitting alongside Unreal Engine for the rendering on embedded Linux, AOSP, and Kotlin / Android driving it. Outside of automotive I've shipped graphics, systems, and platform work in Unity, Unreal, and Godot, plus a pile of custom and proprietary engines that I tinker with.
I have a keen interest in performance, clean architecture, and systems that hold up in production. Years of competitive gaming (CS:GO) left me weirdly tuned to frame timings and the small details most people skip when they optimize. That's partly why I taught Advanced Game Programming and C++ at Algonquin College as a professor — I wrote the curriculum and spent a lot of time helping students push through the parts that don't click the first time. Watching it finally land for someone is a hard high to beat.
off the clock
reach out
on repeat