off the clock
Hobbies & 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. That question — how does this actually work — never really left.
These days I build high-performance, real-time software: automotive HMI, game engines, some XR. At Ford I'm the sole maintainer of the in-vehicle 3D avatar that runs on our PHX (Phoenix) / SYNC 5 stack, on top of Android Automotive. Most of that is C++ systems engineering sitting under the rendering — embedded Linux, AOSP, and graphics APIs like Vulkan and OpenGL ES across several vehicle programs. Outside of automotive I've shipped graphics and platform work in Unity, Unreal, and Godot, plus a pile of custom and proprietary engines.
What I care about is performance, clean architecture, and systems that hold up in production. Years of competitive gaming left me weirdly tuned to frame timings and the small details most people skip when they optimize. That's also 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 hard to beat.
off the clock
reach out
on repeat