Employment
Crystal Dynamics
Lead UI Engineer, Remote (2023–Present)
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Hired as studio-wide UI Engineering Lead, responsible for defining UI technical direction for Crystal
Dynamics' first Unreal Engine titles
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Part of a small UI/UX leadership group functioning in lieu of a director, shaping studio-wide UI strategy,
priorities, and execution
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Directed adoption and integration of NoesisGUI as the studio's UI middleware, establishing shared UI
architecture and engineering standards
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Designed and developed reusable UI systems and tooling used across multiple projects, including
Tomb Raider: Catalyst, Tomb Raider: The Legacy of Atlantis, and additional unannounced
titles
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Partnered with gameplay, design, and production teams to define UI requirements and guide features from
concept through implementation
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Managed and mentored a team of UI engineers (mid–senior), including career development, performance
management, and navigating organizational changes
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Collaborated closely with co-development partners (Flying Wild Hog) across time zones to ensure consistent
UI implementation and quality
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Worked with third-party vendors (e.g., Noesis, Rive) and internal tech leadership to identify
cross-project risks and influence technical decisions
Sony Interactive Entertainment Bend Studio
UI Engineer → UI Systems Lead, Bend, OR/Remote (2018–2023)
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Shipped Days Gone (PS4), contributing UI implementation, late-stage polish, and post-launch
support, including new UI for DLC challenges and game modes
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Served as a core UI engineer on Days Gone (PC), refactoring UI systems to support mouse/keyboard
input, PC UX expectations, and expanded accessibility
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Functioned as de facto UI Engineering Lead on a subsequent unannounced title, defining UI architecture and
workflows for a new project built on Decima
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Embedded with Naughty Dog, contributing UI tooling and learning proprietary engine workflows through close
collaboration with their UI and engine teams
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Led accessibility implementation across UI, input, and settings, and served as a subject-matter resource
across SIE—consulting with hardware teams on accessibility controller support, collaborating with
first-party studios, and advising storefront teams on presenting accessibility features to players
US Army Software Development Division
Software Engineer (UI, Gameplay & Systems), Huntsville, AL (2017–2018)
The Game Studio Freelance
Proprietor, Huntsville, AL (2010–Present)
US Army Army Game Studio
Software Engineer, Huntsville, AL (2008–2017)
Yulista Management Services Prototype Integration Facility
Computer Operator, Huntsville, AL (2004–2007)