Projet
Victoria Guitar Society — Website and CMS
Built a Next.js website with a Sanity content management system.
A live public project documented in the portfolio.
Voir le travailSenior Real-Time 3D & Gameplay Engineer | Unity/C#, Unreal/C++ | XR & Simulation
Victoria, British Columbia
Senior software engineer with 20+ years of experience delivering games, AR/VR attractions, and cross-platform interactive 3D products. I lead architecture and hands-on development across Unity/C#, Unreal Engine/C++, gameplay systems, multiplayer integration, rendering, performance optimization, and developer tools. At PictureThis3d, I led engineering for Digidigz, an interactive 3D product that creates virtual replicas of real spaces. Earlier work includes Universal Studios attractions, including Super Nintendo World, and Iron Maiden: Legacy of the Beast. I am seeking senior or lead engineering roles in games, real-time 3D, simulation, visualization, and XR. Based in Victoria, BC, available to start immediately, and open to remote work or hybrid roles in Victoria and Vancouver.
Projet
Built a Next.js website with a Sanity content management system.
A live public project documented in the portfolio.
Voir le travailProjet
Built a Windows UI and workflow using Python, FastAPI, PyTorch, and CUDA.
A 2026 local tool documented in the public portfolio.
Voir le travailProjet
Contributed to AR gameplay and real-time interactive features at Dreamcraft Attractions.
A public portfolio page presents the themed attraction and the work.
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Implemented multiplayer gameplay features and worked on performance and debugging at CM Softworks.
The game is available on Steam and is documented in the public portfolio.
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Built configurable Windows hotkeys using AutoHotkey v2 and UI automation.
A working productivity tool documented in the public portfolio.
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Built the portfolio website using Next.js, React, and TypeScript.
A live public portfolio with project case studies.
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Created a public product and support site for the iOS and Android app.
A live website that explains the app and provides support information.
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Developed the Say Metronome mobile app for iOS and Android with voice-controlled practice workflows.
A released app and public portfolio case study.
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Personal Unreal Engine 5.8/C++ project; building gameplay, multiplayer systems, physics, and developer tools.
In development. The public project site documents the concept and current direction.
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Built the WiseRelay project around websites, customer enquiry workflows, and analytics.
A live project site describing its services and workflows.
Voir le travailÉtude de cas
At PictureThis3d, I led engineering for the Digidigz cross-platform 3D product configurator. My responsibilities covered architecture, implementation, integration, optimization, deployment, and production support, with work in real-time rendering, procedural generation, 3D reconstruction, computational geometry, mesh deformation, and boolean geometry.
The product provides interactive virtual replicas and shareable property experiences across Windows, WebGL, iOS, and Android. It demonstrates my ability to turn geometry-heavy real-time 3D engineering into a usable cross-platform product.
Voir le travailÉtude de cas
At Dreamcraft Attractions, I developed AR/VR gameplay and interaction systems for Universal Studios attractions, including Super Nintendo World. My contribution was software engineering: implementing production features, debugging, and optimizing interactive systems using Unity/C# and Unreal Engine/C++.
The work connected game engineering with an audience-facing physical experience. It demonstrates practical XR interaction development without claiming ownership of the complete attraction or hardware.
Voir le travailÉtude de cas
My Unreal project includes a Procedural Section Builder with separate runtime, editor, and test modules. The architecture separates serialized recipes, interactive preview geometry, and baked output. The bake path creates project-owned assets and native engine actors, with mesh material handling, collision, dependency checks, and recovery logic.
This project demonstrates experience with procedural geometry and authoring tools for game and visualization workflows. The tool remains an in-development project; release and full portability claims require further verification.
PictureThis3d
juin 2019 to juill. 2026
Victoria, BC, Canada
Led engineering and guided a team delivering Digidigz, a cross-platform 3D product configurator that creates interactive virtual replicas of physical spaces. Owned architecture, implementation, integration, optimization, build, deployment, and production support across Windows, WebGL, iOS, and Android. Built real-time 3D systems in Unity/C# and Unreal Engine/C++ using URP/HDRP, Addressables, ray tracing, procedural generation, 3D reconstruction, computational geometry, mesh deformation, and boolean geometry.
Dreamcraft Attractions Ltd.
sept. 2018 to mai 2019
Victoria, BC, Canada
Developed AR/VR gameplay and real-time interaction systems for Universal Studios attractions, including Super Nintendo World. Implemented production features with Unity/C# and Unreal Engine/C++ in a Visual Studio and Perforce environment, contributing gameplay, interactive systems, debugging, and optimization.
Navigator Games
févr. 2017 to août 2018
Vancouver, BC, Canada
Implemented core gameplay features and client/server integrations for Iron Maiden: Legacy of the Beast, a Unity mobile multiplayer game. Optimized client and server code and delivered production player-facing features using Unity/C#, Visual Studio, and Perforce.
CM Softworks Inc.
janv. 2016 to mai 2016
Winnipeg, MB, Canada
Designed and implemented multiplayer gameplay for The Withering, a post-apocalyptic survival game on Steam, using Unity/C#, Photon, and Bolt. Refactored and debugged gameplay code to improve performance and player experience. This contract overlapped with my role at Rentabiliweb.
Rentabiliweb Inc.
janv. 2006 to janv. 2017
Paris, France
Developed and monetized Facebook and Android games spanning multiplayer gameplay, lobbies, social features, and API integrations. Built and maintained Yams, serving 10,000+ daily Facebook logins and 1,200 daily Android installs. Contributed to Domino and Battle Ships, each reaching 6,000+ weekly Facebook logins, and built Phantyfun, Backgammon Blitz, Poker, and Belote clients. Worked with ActionScript 3, Flash/Flex, PHP, JavaScript, Android, HTTP, XML, and JSON.
Master’s Degree, Computer Science
Irkutsk, Russia
2002