Senior Game Developer





Took technical ownership of the Unity client, transforming it from prototype code into a fully featured live-ops game.
Designed the application's state management, feature system and service architecture and supported its implementation.
Designed and built a framework for authoring complex gameplay flows and coordinating animations.
Developed a reusable methodology for minimizing allocations in deterministic multiplayer, reducing GC pressure with reusable working and result buffers.
Designed and integrated pipelines for art, sound, analytics, etc., facilitating cross-company collaborations.
Worked across established casino titles and new product initiatives, transitioning from Flash development to Unity and taking on increasingly complex technical and architectural challenges.
Implemented game features and built tooling to support content production.
Worked in a small team establishing the company's hyper-casual initiative, including architecture for running multiple games within a single app and a visual rule-based scr ipting system.
Helped transform Jackpot Party into the third major version of Quick Hit, taking an established game into a new Unity-based implementation. Contributed to core game features and architecture.
Worked across established casino titles and new product initiatives, transitioning from Flash development to Unity and taking on increasingly complex technical and architectural challenges.