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About Me

My professional experience is built on the intersection of art and engineering. I spent the early 2000s working as a motion graphics and VFX artist in film and television. While I enjoyed the creative work, I saw more room to grow in software development, so I went back to school for a master's in computing. Since then, I've been especially drawn to designing gameplay and player progression systems that support data-driven iteration. I've also focused heavily on designing solutions that make the content creation pipeline — from concept to shipped product — faster and smoother for the teams around me.


My background in art and design still shapes how I work as an engineer and leader, letting me collaborate closely with cross-disciplinary teams and build tools that genuinely fit how artists and designers work. I enjoy breaking large features into bite-sized tasks and organizing work in a way that makes the best use of my team's individual strengths to produce great products. I believe good communication and clear expectations are essential to helping people do their best work, along with actually empowering individuals to take creative ownership over the tasks they're responsible for.


As an individual contributor, I love architecting, coding, and maintaining core systems that end up getting used across multiple projects. I enjoy solving complex gameplay and progression-system challenges in code. I have a keen eye for solid, intuitive UX design, and I can bring real animation and VFX polish to the UI implementation work I do. Outside of work, I'm married with five kids, live in Lehi, Utah, and spend my downtime hiking the nearby mountains or in the woodshop.