Matchmaking System and AI
While at Motiga I revamped their matchmaking system, adopting and tweaking a belief system based matchmaking algorithm to accommodate their needs, there was also a machine learning component that would analyze players performance in matches with different heroes to attempt to better place them into skill brackets.
PartIO particle simulation and visualization for Maya
Did some work on Disney's PartIO particle simulator and visualizer plugin for Maya to remove memory leaks and improve stability / performance for Luma Pictures.
VR Breast Cancer Medical Visualizer
This project was around creating a medical visualizer for a new form of breast cancer scanning aimed at catching breast cancer earlier.
Initial proof of concept and R&D was first done in Unity, then Unreal and ultimately ended up being an approach rolled from scratch using Qt, OpenGL, OpenCL and C++.
Backend and Front end Architecture feature development for undercover location based startup
This project is still under wrap's although funding for it ran out. Managed a team of 5 remote developers and maintained oversight over feature development, implementation, as well as made all tech decisions for the company. Contributed heavily to the code base and infrastructure.
PostgreSQL player data sharding with zero downtime migration and topology changes
PostgreSQL based solution to player data sharding. Optimized for frequent writes and supporting a modular schema-less data scheme this architectures supported migrations and topology changes with 0 down time.
Client agnostic party system
Designed and developed a robust distributed party system implementation for Motiga that abstracted the client specific (Xbox, Arc, Win10) details away from the platform and server. The system maintained parity with all features used from Xbox Live's Multiplayer Session Document based party system.
Concurrent persistent connection push capable context service for clients
This was a centralized context server for clients that allowed push notifications to the client over a persistent connection as well as lightweight request response and longer term request response patterns between the client and platform as well as dealing with connection interruptions.
MVP proof of concept and Prototype to secure funding for early stage geo-location based startup
This is still under cover although the project ran out of funding and was disbanded. I created an early prototype to demonstrate a proof of concept and MVP of a business based around geo location social interaction. Started as a contractor and went on after helping them secure funding to become CTO and architect the platform.
Order / Catalog subsystem design and implementation
This was a set of micro services that handled sending catalog data and current regional and timed sales to the client as well as facilitating transactions of currencies on accounts for items with a robust receipt mechanism, analytics system, and integration with XboxLive, WindowsLive, Arc.
Arc and Xbox platform integration
Was Architect and implemented platform services in a way that was player platform agnostic as well as secure between services and flexible enough to seamlessly host matches cross services. This was a mix of careful data design and good library and service encapsulation.
Game hosting service and tiered auto scale mechanism for game hosts
This was a zookeeper and webservice based approach to gameserver management which had the ability to automatically scale into different tiers (local, cloud) based on resource usage and a tier cost heuristic. The web service managed the full life-cycle of game hosts.