I make games and stuff
I've been doing it a long time. 25 years to be exact. I've been a producer, a designer, a developer, a creative director, a CTO, and just about everything in between. From 2 man strike-forces to teams of 40+ I love being involved in creative and projects of all sizes and in just about any role. I exist at the intersection of multiple disciplines and bring my passion for all of them to everything I work on.
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Outside of games I'm an avid reader, runner, board-gamer, poker player, bowler, golfer, mentor, cat-dad, and dancer.

Brief Life Story (full resume)
1993 - 1998
Harvard University
BA in Fine Arts
I started in computer science with a plan to develop computer graphics, but ended up falling in love with animation while working under David Anderson. In addition to animating I did study some CS and was an actor, set-designer, and cheerleader.
1997 - 1998
Impressions Software
Development Support / QA
I got my first taste of game development working at Impressions software on Civil War Generals and Lords of Magic. I also met CP McBee there who I went on to found Zero Sum Software with. I would later rejoin many Impressions alum at Tilted Mill.
1998 - 2001
Founder, CTO, Game Director
CP and I raised some angel funds and built a small team to create mobile games before pivoting to our real passion of epic PC RPG's. I lead the game design and coded the entire game in C/C++ and DirectX.
2002 - 2008
Development Director, Designer, Engineer, Producer
Once Prelude to Darkness released I joined Tilted Mill as a producer and eventually Development Director, releasing several city-builders and the ARPG builder hybrid Hinterland.
2009 - 2013
Senior Producer, Technical Manager
Following a brief stint playing poker professionally I joined ImaginEngine as a senior producer and technical manager and shipped several licensed products across just about every platform available that the time.
2013 - 2015
Moquity Inc.
Systems Architect
After ImaginEngine shutdown I took a break from games to focus on my technical skills as a systems architect for Mobiquity developing mobile and backend solutions for numerous Fortune 1000 companies.
2015 - 2019
Everi Games Inc.
Producer
Although I enjoyed working on the pure technical side, the lure of games was too strong and I joined Everi in Austin to create real-money casino games. I polished my math skills and deep dived in a breadth of player psychology and had a major hit in Shark Week.
2019 - 2023
Creative Director, Lead Developer
At Batcave and then later Inifigods I led an offshore team to first develop the free-to-play King of Destiny and then pivot the company to web3 and develop InfiniMerge and Immortal Siege