WORK EXPERIENCE
From user needs
to useful delivery.
Product ownership, technical investigation, and cross-functional delivery across internal tools, games, and emerging technology.
PROFESSIONAL EXPERIENCE
Product decisions · Requirements · DeliverySelected work.
Scan the contributions below, or open an example for the problem, decisions, and outcome.
PROJECT-BASED ENGAGEMENTS
Independent Consulting
Small Business Consultant
Software / IT · Digital Marketing · Product
Technology advice, positioning & product direction
- Provided software and IT advice through intermittent, project-based small business engagements.
- Supported digital campaigns, newsletters, branding, positioning, and business/product research.
2020 · SHORT-TERM CONSULTANCY
Real8
Product Consultant
Early-stage Online Dating Platform
Product vision, team alignment & early UX
- Helped a newly formed team define its product vision and align goals for a proposed dating platform.
- Contributed early UX flows and supported evaluation of external development partners.
Engagement outcome: Offered a follow-on project management role after the consultation; chose not to accept.
OCT 2017 – OCT 2019
343 Industries
via TEKsystems
Software Engineer
Halo Infinite
Cross-team coordination & milestone delivery
- Clarified requirements and resolved dependencies across engineering, production, leadership, and external teams.
- Took on cross-functional coordination to deliver a time-sensitive gameplay demo for executive review.
Read the executive-demo delivery example
DELIVERY EXAMPLE / HALO INFINITE
Delivering a time-sensitive executive demo.
Initially assigned as the narrative team’s technical representative, I took on broader coordination for a Halo Infinite gameplay demo shortly before its deadline. I worked across engineering, narrative, world development, and creative leadership to identify dependencies, resolve blockers, and move the required features through completion.
Outcome. Delivered the gameplay demo on time for executive review.
Reflection. The experience reinforced that delivery leadership includes clear ownership, stakeholder alignment, and visibility into decisions alongside completing the technical work.
MAR 2016 – NOV 2016
Microsoft
Software UX Engineer
Mobile AR / HoloLens
Making a complex capture process observable
- Partnered with UX and engineering on requirements, testing, and enhancements for a pre-production HoloLens experience.
- Configured Azure telemetry to observe capture data, user actions, processing duration, and outcomes.
Explore the HoloLens telemetry example
TECHNICAL EXAMPLE / HOLOLENS TELEMETRY
Instrumenting 3D capture for evaluation.
The problem. A complex 3D capture process needed observable data to evaluate the technology’s effectiveness and understand user interactions during pre-production testing.
My contribution. I configured Azure-based telemetry collection to capture system behavior alongside the user’s experience:
- 3D capture data: detailed object-capture points and system-generated data.
- UX interactions: when users started and stopped capture.
- Processing duration: how long processing took to produce a result.
- Outcome: whether the final capture succeeded or failed.
The value. Established an initial foundation for observing and evaluating the technology during pre-production testing, connecting user actions with processing time and capture outcomes.
Retrospective example from Microsoft, 2016. This describes instrumentation for evaluation; no quantified improvement in capture performance is claimed.
JAN 2014 – FEB 2016
5th Cell Media
Tools Engineer
Scribblenauts Unlimited Tools Suite
Technical product ownership through Flow
- Primary engineer and product owner of Flow, a visual scripting tool used across creative disciplines to author gameplay.
- Translated user needs into prioritized features; supported releases, documentation, adoption, and troubleshooting.
Read the custom-node feature example
RETROSPECTIVE CASE STUDY / CUSTOM NODE CREATION
From a vague request to a self-service feature.
What Flow did. Flow was an in-house, node-based visual scripting tool for authoring gameplay—conceptually similar to Unreal Engine’s Blueprints. For readers familiar with Zapier or n8n, the visual workflow analogy is a useful starting point, applied here to game logic.
Technical context: from engine definitions to executable scripts
The tool was built in C#. It used metadata from the in-house C++ game engine’s object definitions to automatically populate the authoring interface, then generated Lua scripts that the engine consumed and executed.
This connected a visual authoring environment, engine-defined objects, and runtime scripting. My custom node feature extended users’ ability to build within that system.
Flow supported designers, technical artists, artists, and sound designers in a studio of roughly 50–70 people.
The problem. Designers and artists wanted to create their own nodes without depending on engineering. Their initial request needed to be translated into an actionable feature.
My ownership. As product owner for Flow and the feature, I defined and prioritized the work. I coordinated with core engine developers and the previous tool owner, kept my technical lead informed, and took the feature through implementation and release.
Delivery and iteration. After delivery, I continued maintaining and improving the feature. Designers and artists gained the ability to create their own nodes without writing code, reducing the engineering bottleneck around enabling gameplay features.
Retrospective account of work at 5th Cell, 2014–2016, based on my recollection. The outcome is qualitative; no measured time savings are claimed.
NOV 2013 – JAN 2014
Litesprite
Project Manager Intern
Mental Health Game Startup
Product discovery, cohesive UX & roadmap communication
- Aligned a remote team around the MVP vision, roadmap, milestones, and shared planning.
- Researched wearable/API feasibility, collaborated on the app’s UX, and presented product direction to the advisory board.
Explore product discovery and UX work
PRODUCT DISCOVERY / LITESPRITE
Connecting technical feasibility with a clearer user experience.
Research. Investigated health wearables available at the time and the APIs needed to assess their viability with Unity development.
UX collaboration. Worked directly with the game designer on a more cohesive experience, shaping an immersive main hub to help users navigate the app’s features and mini-games.
Feature concept. Proposed a “butterfly walk” to encourage daily walking through discovering different bugs and wildlife for a collection.
Advisory-board communication. Presented the roadmap and proposed product direction to the advisory board, including Ed Fries, and received positive feedback.
Retrospective example from 2013–2014. Wearable integration was feasibility research; the walking experience was a proposed concept.
EDUCATION & CERTIFICATES
A foundation in computer science.
Bachelor of Science in Computer Science
DigiPen Institute of Technology · 2015
Emphasis: Game Development, Core Tech, and Data Management.
Additional graduate coursework · Western Governors University
Completed coursework in HR, leadership, and professional development within the MBA program. MBA degree not completed.
Certifications & Certificates
- SQL certificate · DataCamp · 2026
- Agile certification · 2021