Build & Release Tools - Junior Engineer

Built, maintained, and continually upgraded a cross-platform build pipeline that took hundreds of GBs of assets and converted them into disk-ready game assets. The tool also published built and versioned assets from CI servers to a repository server to help offload the asset building from the local workstations.

Also built an image creator tool that turned an error-prone multi-step manual process into a single click operation. This tool produced the final “gold” disks that went to Sony and Microsoft for distribution.


Supremacy MMA - Junior Engineer

Developed the save/load game system, did extensive performance testing and tuning, triaged bugs as they arrived from the QA team, and helped ensure compliance with both the Sony and Microsoft technical requirement checklists (over one hundred pages of requirements each.)

Also developed a custom memory-tracker tool for locating memory leaks. The tool tracked standard C++ allocations, dumped them to snapshot files, and interfaced between C++, unmanaged C#, and managed C# to display stack traces of leaked memory in a Windows tool.


Supremacy MMA: Unrestricted - Junior Engineer

 

The Playstation Vita port of Supremacy MMA was a subsequent and separate project from the main Playstation 3 and Xbox 360 releases. The port presented a unique challenge because it was being developed in conjunction with the Playstation Vita itself, so we had to cope with constant changes to our underlying system. My tasks included load time optimization, figuring out “gold“ game builds for the new system, integration of game assets with the updated PhyreEngine (which was also being updated simultaneously), and general development against the new system features.


Bellator: MMA Onslaught - Junior Engineer

Bellator: MMA Onslaught was a quick-win project developed to take advantage of our previous work on Supremacy MMA. My work was mostly around figuring out how to adapt the game from a disk-only release to an online store release, and the subsequent Sony and Microsoft technical requirements that came out of that change.