Summary
Senior software engineer with 8+ years of professional C++ experience building high-fidelity real-time
simulation systems, and 13+ years of personal engine and game development — including a custom 2D game
engine built from scratch and a voxel rendering system in UE5. Specialized in Unreal Engine 5,
real-time rendering, multithreaded networking, and GPU compute. Passionate about low-level systems:
performance, concurrency, rendering, and real-time constraints.
Technical Skills
| Languages | C++, C, C#, Python, JavaScript, HLSL |
| Engines & Frameworks | Unreal Engine 5 (UE5), Unity, Lumen, Blueprints |
| Graphics & Rendering | Real-Time Rendering, HLSL Shaders, Lumen GI, Particle Systems, Three.js |
| Physics & Simulation | Rigid Body Dynamics, Collision Detection, Vehicle Physics, Water/Sea State Simulation |
| Networking | Unreal Multiplayer Framework, DIS, UDP, Socket Programming, Distributed Simulation |
| Tools & DevOps | Git, GitLab CI/CD, Jenkins, Perforce, Visual Studio, Bash |
| Systems | Windows, Ubuntu, Red Hat, CentOS |
Work Experience
Build high-fidelity real-time simulation systems for military training programs across ground vehicles and
amphibious platforms. Multimillion-dollar programs that have passed government acceptance testing and been
successfully fielded.
Rendering & Engine
- (2026) Led a research effort to convert 10+ scenario levels and hundreds of models to Unreal Engine 5, evaluating Lumen compatibility, asset pipeline migration, and rendering performance across legacy simulation content
Simulation & Physics
- (2023) Collaborated on a UE5 real-time simulation for the Amphibious Combat Vehicle (ACV) combining water physics, sea state modeling, and ground driving dynamics; designed and implemented the instructional system and an end-to-end event logging and replay system
- (2022) Developed multi-instance UE5 simulation systems coordinating real-time crew point-of-view synchronization across networked clients using Unreal's multiplayer framework and DIS for inter-vehicle entity synchronization
- Diagnosed and resolved a critical input latency issue across a distributed real-time simulation; full end-to-end dataflow analysis reduced latency by ~80% to consistently within spec
- Rehabilitated two non-functional simulation subsystems — a Ground Guide signal generator and an event replay system — bringing both to deliverable products that passed government acceptance testing
Networking & Tools
- (2020) Implemented DDS-based publish/subscribe communication for low-latency data distribution across distributed real-time simulation entities
- Built custom MJPEG-over-UDP receiver component in UE5 with a paired Python test sender for real-time video streaming integration
- Designed and implemented a Git subtree architecture strategy — including all automation scripts — adopted across multiple programs since 2021
Personal Projects
- Built a complete 2D game engine from scratch: fixed-timestep game loop, state machine, GameObject hierarchy, camera with parallax, resource manager, animation system, and UI layer
- Integrated Box2D for zero-gravity physics with a custom abstraction layer and debug draw renderer
- Procedural voxel mesh generation from scratch — all vertices, indices, normals, UVs, and tangents computed manually per face; neighbor-based face culling and texture atlas UV mapping
- Async chunk streaming via UE5 thread pool; real-time voxel add/remove with section-boundary detection and targeted mesh rebuilds
- Fast-paced 3D strategy game built from scratch in Three.js: raycasting-based collision detection, GLSL shaders, particle systems, and real-time geometry deformation when asteroids impact the planet — no game engine
Education
B.Sc. Computer Science | University of Central Florida | Magna Cum Laude, 3.93 GPA
December 2016