About

I’m both a video game enthusiast as well as professional. I’ve worked all over in tech from DevOps, SRE, and managed services roles as well as over a decade directly in video games. I’ve been at multiple AAA studios, most recently as a Principal Software Engineer with a focus on Build and Automation in the Unreal Engine ecosystem. In my time across all of tech, I’ve worked extensively in both Windows and Linux (including as a Red Hat Certified Engineer), as well as consoles (PS5 and XBox).

Professionally, I’m an expert in all things Automation-related, especially with a focus in Unreal Engine over the last 5 years. I’ve supported multiple games at a single time, ranging from Prototype to Production, as well having authored the build scripts, test scripts (primarily Gauntlet), and generalized automation (publishing, artifact storage, etc.) for all of these teams. I reverse engineered and then implemented Horde (Epic’s CI/CD system for Unreal) at scale, in production at a large studio, 5 years before Horde hit its beta milestone.

Most recently I was the Build and Automation Tech Lead for a AAA game that went live on PC and consoles early in January 2026. My largest focuses were in C# in creating standalone tooling and shared libraries as well as the automation itself (BuildGraph) to support the game through Production and into launch. I also was the main engineer on the project to enable, download, and apply hotfixes (in-client patching without 1st party involvement) for the game.

Outside of video games, I enjoy reading, watching some footy, wrenching on my 1977 Chevy Nova, enjoying quiet time with my partner and cats, messing around with my home lab, and, of course, solo-deving on a personal project.