LEAD SOFTWARE ENGINEER // INDIEGEMS
I lead a team building an online gaming platform for Godot and HTML5 games — backend services, a custom engine and IDE, a web storefront, and the cloud infrastructure underneath all of it.
Before that, ten years at Hi-Rez Studios and RallyHere Interactive working on live-service games and the platforms they run on, from Unreal Engine 3 gameplay and console certification through to a multi-tenant SaaS platform serving six studios.
The résumé is a two-page PDF. Use the download button above to open it.
I'm a software engineer in Atlanta working on the systems behind online games — identity, inventory, commerce, matchmaking, and the tooling studios use to ship on top of them.
Most of my career has been the unglamorous half of games: the services that stay up when a title launches, the SDKs that let a game talk to six storefronts, and the internal tools that let support staff fix a player's account at 2am. I've worked on that problem at every scale, from a single Unreal Engine 3 codebase to a multi-tenant platform serving six studios, and most recently from an empty repository.
These days I lead a team at IndieGems building a platform for Godot and HTML5 games, which has meant a Rust backend, a fork of Godot with a custom IDE, and a fair amount of time spent working out where AI coding agents genuinely help a game team and where they get in the way.
Most of my work is in private repositories, so these show as activity without detail.
The fastest way to reach me is email. I read everything, and I'm happy to talk about platform engineering, live-service infrastructure, or engine tooling.