Is a developer and ex-graphic designer
living in Seattle, Wa


  • C, C++, Objective-C, OpenGL/GLSL, Swift, Python, Java (for Android and server), Javascript (client and server), HTML, CSS/SASS
  • Photoshop, Illustrator,, Pen/Paper
  • Web design, interactive web client-side programming, UI/UX design, & some experience with print, because print is neat
  • Native application development for Mac OSX, iOS, & Android. Back in the day: some Win32, GTK, KDE and BeOS native app development.


  • Real-time graphics programming
  • User interface design, prototyping & programming, user experience design
  • Illustration, architectural rendering, industrial design
  • Bicycling
  • Woodworking

Professional Experience

  • 2019-present:Software Engineer, Bluehawk LLC, contracted to Google In my work for Google (through Bluehawk) I have been responsible for building a tool for identifying the nuances and corner cases of Android performance, to aid in making Android a better platform for games. In this role I’ve been responsible for designing and building the testing framework, data reporting/analysis, and a suite of tests which exercise OpenGL, multi-threading strategies, and other performance-oriented tests relevant to game engine designers.
  • 2016-2019:Software Engineer, Rapid Prototyping at Vulcan, Inc At Vulcan I was responsible for prototyping Paul Allen’s vision with a goal towards productization and IP generation.
    • Augmented reality in-stadium fan experience for the Seahawks for AR glasses and phones
    • Android-based data collection/distribution system for health workers in developing nations to monitor trends to detect possible outbreaks
    • Hololens-based security glasses experience (ML backend) to aid personnel in recognizing persons of interest on a property
    • Indoor location tracking for venues to improve customer experience while preserving user privacy
    • Developer simulator for Vulcan’s Holodome
    • Input calibration tool for Vulcan’s Holodome installations
    • Multi-camera synthesis for simulating “body presence” in virtual reality
  • 2013-2015:UX Designer, UI Designer, Full-Stack Developer for ConsultPro (startup) I was responsible for the UX design, UI design and implementation of an iPad app for Hair Salons. I was also responsible for designing and implementing the network sync prototcol that enabled all signed-in devices to see and work with up-to-date data.
  • 1999-2016:Art Director & Client-side/Interaction programmer, mobile application developer, APCO Worldwide.Designer and implementer of client side user experience for websites, mobile apps, and so on.
  • 1997-1999:Graphic designer, UI designer, & UI programmer, University of Virginia, Darden School of Business.Responsible for designing and building educational tools in Macromedia Flash & Director.
  • 1996:3D Modeler, Texture Mapper, University of Virginia VR Lab under Randy PauschResponsible for modeling and texture mapping materials for VR simulation.
  • 1995-1999:Bachelor's in art, printmaking (intaglio,lithography) & painting at the University of Virginia.

Personal Work

  • 1990-1999:Learning to program and getting hooked on graphics programming.Wrote a simple software 3D graphics rasterizer in C/C++, supporting texture mapping, depth buffer, and simple gouraud shading — this was a great exercise in learning fast integer math. Wrote several experimental user-interfaces in Java, to make various day to day tasks like file browsing and designing finite state machines more intuitive.
  • 1999-2004:Wrote a primitive robotics simulation toolkit.I got very interested in behavioral artificial intelligence and decided to build a toolkit for hosting and testing autonomous agents. It was a fun sandbox! Plus, I got hooked on OpenGL.
  • 2004-2010:Wrote several 3D game engines.Robotic simulation required visualization, and that spun into writing 3 different (and increasingly capable) 3D game "engines" with physics, scripting, and so on. They never came to anything really, but were a tremendous learning experience, making me a better programmer.
  • 2010-2013:Development of side-scrolling action game "Surfacer".While riding my bike to work one day I had an epiphany about destructible verlet-integrated meshes for game level geometry.
    It was a total dead end! But it led to a concept for a side-scrolling 2D game where the character must reshape the environment, making new dynamic shapes, to solve spacial puzzles. Plus, I got to write a 2d version of the marching cubes alrgorithm.
  • 2013-present:Writing open source macOS, iOS and Android apps and libraries, various silly experiments in Unity and some OpenGL chicanery.