I'm a software engineer with experience building cross-platform applications, real-time rendering systems, developer tools, and games. I enjoy working on complex technical problems, from designing maintainable software architectures to debugging and optimizing performance. Over my career, I've worked across C++, C#, TypeScript, React, and other technologies on products including Microsoft Teams and several shipped games.
As part of the Native Video Rendering team, I developed video rendering features for Microsoft Teams in C++. My work included building a new cross-platform rendering pipeline designed for modularity and extensibility across Windows and macOS, as well as performance optimizations that reduced redundant buffer clearing and frame rendering. I also used Copilot and AI agentic coding workflows to rapidly build a cross-platform benchmarking tool for collecting and analyzing Teams performance data.
View project detailsHelped implement an updated single-page application for "Manage Your Orders" page using React and Redux to create a more modern user interface and experience.
I primarily worked on the main hub used for navigating between slots games and spinning the wheel. In Unity 3D and C#, I implemented the main wheel functionality that would spin the wheel and land on a specific wedge using time-independent rotational kinematics, a choreography system for timing and executing complex animations and event triggers, and a scrolling feature on 3D objects with sping back behavior at the scroll limits.
I created a progression system for monthly special events where players earn points to progress through a road map for more rewards. I designed a linear progression system, allowing game designers to define optional rewards for each progression step and define requirements for completing a step, and worked with technical artists to display a thematic UI to represent that progression.
I led the design and implementation of Design Mode, a core gameplay feature that allowed players to move and place objects on the game’s isometric grid. My work also included NPC behaviors and pathfinding, progression systems for unlocking cooking stations, and game logic spanning both the frontend and PHP backend, including player data synchronization and verification. I also contributed to internal content tools that enabled designers and artists to add new decorations and cooking stations to the game.
I contributed to implementing progression systems and bug fixes in both frontend and PHP backend game logic.