HeadshotA recent Drexel University graduate with over a year of real industry experience, I’ve had my hands in many different facets of game development.  I’ve coded games in Shenandoah Studios own Objective-C ‘engine’, assisted in building a game from the ground up in C# with the same studio, and made dozens of Unity games on my own time, publishing two games independently with other Drexel students, under our studio, Sweet Roll Studio.  All of this was done before the end of my college career, graduating from Drexel University in June 2015.

I grew up, as many did during the 1990’s playing Nintendo classics, like Super Mario World and Donkey Kong Country, while keeping up with trends and playing games like Crash Bandicoot and Metal Gear Solid on my Playstation, and of course, moving to the more modern systems, playing games like Little Big Planet and Bioshock.  I’ve always loved playing games, but it wasn’t until high school that I knew I wanted to make them, though I spent countless hours messing with tools like RPG Maker before.  Taking in electrical engineering, understanding the hardware side of things, while also taking courses in Flash and ActionScript, and 3DS Max Modeling and Animation to understand the software side of things, I learned a bit about what it meant to make games, and knew that it was exactly what I wanted to do.

Since high school, I spent countless hours messing around with tools, learning both the artist’s and the developer’s side of production in order to have a full understanding of development.  I’ve worked on dozens of projects with tons of students and fellow developers, ranging from war games with Shenandoah Studio, to the arcade style games release by my own studio, Sweet Roll Studio, founded by fellow Drexel Students, to two week projects in some of Drexel’s game course.

I’ve worked as a developer, an artist, and a producer on these projects, helping me understand how each part of the team works.  Using this knowledge, I try to bridge the ever present knowledge gap between the parts of the team, so that artists and developers can collaborate better, and that work gets done in a timely manner.  I’ve used tools like Bitbucket and Jira to track tasks and keep teams on track of their deadlines, along with founding a studio with fellow students, creating contracts for ourselves and external contributors or contractors.

When I’m not hard at work on a project, I still love to play games.  I do my best to keep up with current games, playing them not only for my own entertainment, but to learn more about what decisions industry veterans make in their games to engage their players more, and make the games more enjoyable all around.