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PROFESSIONAL HISTORY

Work Experience

VERGE RETAIL: FRONT END / MOBILE DEVELOPER

November 2014 - October 2016

http://www.vergeretail.com

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Sole developer over the CONNECT platform, a C-Store loyalty and engagement mobile app solution which allows a convenience store Chain to engage their customers with an app on both Apple and GooglePlay App stores. A personal web portal is also given to the client to set up and customize the app, and to engage their customers with push notifications and promotions.

INDIEZU: GAME PROGRAMMER

Feburary 2014 - January 2015

http://www.indiezu.com

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Worked with a small team with an artist and an designer to build a mobile game from concept to

prototype then to an application for Android and iOS.

INDEPENDENT GAME DEVELOPER

Janurary 2011 - Feburary 2014

Developing game applications for various platforms. Performing/learning all disciplines and

utilizing different tools and game engines. Projects include: Tales of Fin, Zombie Destroyer, Parabelle App,

Super Hungry Monkey, The Colossus and Bob, Match-Tastic, and more

PORTFOLIO

UNDER CONSTRUCTION - Till November

CONNECT FOR C-STORES

Web / Mobile - iOS and Android

Programming Languages:  Javascript / C#

Company:  Verge Retail

Team size:  3 

About the Project:
     Connect is an mobile application that was made with Cordova, HTML/CSS, Js, Angular, jQuery, and licensed to Convenience Store Chains across the country. It is used to engage and interact with a customer base with promotions, sales, push notifications, loyalty programs, and an optional matching game. The application includes a management website (made with .Net and C#) for the Chain to set up promotions, options, push notifications, and see analytics and reports.
 
Responsibilities:  
* Discuss requirements and specifications with client and project manager, then analyze and design them in documentation.

* Implement new features for the 'Connect' application or the 'Connect' Management website.
     
* Publish updates for existing clients, or publish new clients, on Google Play and iTunes Connect.
 
* Managed Bug reporting, and Customer and technical support via email and phone.
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* Discuss UI / UX specifications and mockups, then implement them iteratively using HTML / CSS / AngularJS. 
 
Technologies:  
     Javascript, HTML, CSS, AngularJs, jQuery, Cordova, Sublime, xcode, Android Studio, NodeJs, Gulp, C#, Visual Studio, MVC, Remote Desktop, MS Server 2014, VirtualBox VM, iTunes Connect, Test Flight, Google Play, OneNote, Trello, Excel, Git, Bitbucket, SourceTree and Dropbox.

SlideShow Gallery

TALES OF FIN

Game / Mobile - Windows PC, Android, and iOS

Programming Language:  C#

Date:  March 2014

Team size: 

About the Game:     
      Tales of Fin is an Endless runner and arcade game for mobile devices. Compete for the highest score by flopping and collecting as many rings as you can in each run while collecting Scrolls that unlock extra content. Depending on how many fish you have unlock, you can continue your run after crashing with the next fish. It was originally made for the Flappy Jam competition, but then expanded and later published.
 
Responsibilities:   
* Worked in an Incremental Development Cycle to get each screen (scene) or feature analyzed, designed and modularized in order of priority going by a Task list. 
 
* Worked in Unity3D and it’s Framework, programming in C#, to create the game application going by my Design documentation and Tester feedback. 
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* Effectively integrated Admob ads API into the app, both banner and interstitial type, so that it will not interfere with the application’s gameplay and immersion. 

* Worked with NGUI to create the application’s interfaces and scenes.
 
Technologies:  
     Unity3D, NGUI, Facebook API, IAP (In App Purchases) API, MacOS, MonoDevelop, Adobe Photoshop, MS Excel/Word, GitHub, and Google Drive.

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PARABELLE ARTIST APP

Web / Mobile - iOS

Programming Language: Objective C

Date: November 2013

Team size: 

About the Game:     
      An artist app for the band Parabelle that allows fans to: get background information, read through blog posts, buy merchanise or albums from their Discography, Check out audio and video streams, look up Tour Info, and check out all Parabelle Social Media sites. All right from the app.
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Responsibilities:   
* Worked with the lead programmer create UI, content throughout the app.
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* Design and create any graphics needed such as splash screens, icons, banners, backgrounds, and buttons.
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* Implemented the Tour Section logic so that the view would display tour information via XML synced to client, then parsed and displayed in a table.
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Technologies:  
      Xcode, Obj-C, HTML, XML, Photoshop, Soundcloud API, Youtube API, MacOS, and SmartSVN.

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MATCH-TASTIC

Game - Windows PC

Programming Language:  C#

Date:  Dec. 2013

Team size:  1

About the Game

        Players are racing to match all the cards and clear the board in the fastest time and the least number of mismatches possible. The player can match up to 4 in a row and there are many different shapes to match.

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Responsibilities
* Worked in an incremental development cycle, and implemented new features using C# and Unity3D.
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* Created the User Interface and particle effects for when matches are made in the game.
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* Created graphics and art using Adobe Photoshop.
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Technologies
      Unity3D, NGUI, Mac OS, MonoDevelop, Adobe Photoshop, MS Excel.
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SUPER HUNGRY MONKEY

Game / Mobile - iOS and Android

Programming Language: Lua

Date:  2012

Team size:  1

About the Game:     
      Players are racing against time to beat their opponent by getting the highest score. Each player is given 1-3 food groups in a thought bubble for the player to match by dragging the food that their monkey wants to eat. Your monkeys food group choices chanes every 15-30 seconds. Feeding your monkey food they don't desire makes them spit it out!
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Responsibilities:   
* Created High concept and design documentation.

* Created 2D assets in Photoshop.
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* Implemented each scene using Corona SDK's Framework and the Lua programming language.
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* Organized and managed the project files and folder hierarchy.
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* implemented audio functionality for all sound effects and music (play, load, stop).

* Implemented the Build Settings file which contains specifications for the applications ratio, scaling, and permissions.
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* Recorded and mixed the games audio assets with Audicity, and composed 3 tracks using Garagedband.
 
Technologies:  
      Corona SDK, Box2D physics, Lua, Notepad+, Photoshop, Xcode, MacOS.

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ZOMBIE DESTROYER

Game - Windows PC

Programming Language: C#

Date:  2011

Team size:  2

About the Game:
      The zombie apocalypse meets Pac-Man! In each level you must collect all the vials to progress to the next level. Grab a Chainsaw temporarily hunt down zombies for a limited amount of time. There are also a number of items that a zombie can drop when you kill one of them, such as money, bear traps, and speed boosts. 
 
Responsibilities:   
* Created High concept and Design documentation.
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* Created all 2D assets including sprites, animations, and UI in Photoshop.
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* Implemented code for the Main menu, level manager, the enemy class, and the drop system using C# and VS 2010.
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* Tested all features and levels of the game, and reported bugs and managed the Bug List, and communicated feedback with other programmer.
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* Recorded and mixed the audio/special FX for the game in Audicity.
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Technologies:  
      MS XNA Framework, Visual Studios Express 2010, C#, Dropbox, Photoshop, Audicity, and Windows 7.

THE COLOSSUS AND BOB

Game / Mobile - iOS and Android

Programming Language: Lua

Date:  2012

Team size:  1

About the Game    
      Control Bob and bounce your way from the top to the bottom while collecting all the stars in each level in order to take on his nemesis "The Colossus".
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Responsibilities:   
* Created High concept and design documentation.

* Created 2D assets in Photoshop.
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* Implemented each scene using Corona SDK's Framework and the Lua programming language.
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* Organized and managed the project files and folder hierarchy.
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* implemented audio functionality for all sound effects and music (play, load, stop).

* Implemented the Build Settings file which contains specifications for the applications ratio, scaling, and permissions.
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* Recorded and mixed the games audio assets with Audicity, and composed 3 tracks using Garageband.
 
Technologies:  
      Corona SDK, Box2D physics, Lua, Notepad+, Photoshop, Xcode, MacOS.

OTHER GAME PROJECTS

Misc.

See more of my smaller game projects here.

RESUME

Updated October 2016

Home: Project
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ABOUT ME

     I graduated from Wake Technical Community College in Raleigh, North Carolina with an A.A.S. degree in 'Simulations and Game development' in 2011, and an A.A.S in 'Computer Programming' in 2013. My goal is to contribute my skill sets, grow and learn, and be a strong asset in a passionate team of developers. A team that values their reputation, community, and quality of their work. 

 

For more information about my career experience, past projects, and current Software Engineer Portfolio, get in touch today.

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CONTACT

Thanks so much for reviewing my Software Engineer Portfolio. For questions about my skills and experience, employment opportunities, inquiries for software services and solutions, or even if you just want to say hi, don’t hesitate to get in touch.

919-753-3892

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