At Combat Waffle Studios, I architected and built a complete combat AI framework from scratch for two VR FPS projects: a co-op shooter and an extraction shooter. I owned the AI and gameplay programming, integrating behavior, animation, effects, audio and player feedback into a unified combat pipeline.
At ALTEREYES, I was technical product owner for Color A Cube across gameplay, rendering, engine, analytics, technical art and design. I refactored its gameplay, engine and rendering systems, reduced build size from over 1 GB to under 100 MB, and increased performance from 50–100 FPS to 600+ FPS.
At CLOUD IMPERIUM GAMES, I designed and implemented AI systems in modern C++ for Star Citizen and Squadron 42. I developed combat AI for FPS, melee, vehicles and creatures, and led the creature AI pipeline for archetypes including rats, wolves, cows and sandworms.
Earlier, as an Intern Technical Designer at LARIAN STUDIOS, I worked on gameplay and combat systems programming, engine scripting and design tools, and built a high-performance D&D combat simulator. My work spans real-time systems, AI, gameplay and technical design.

