TrainingLab.ai

Consulting Software Engineer (Part-time)

September 2023 - Present

Remote

Building a VR soft-skill training simulation that uses AI to deliver natural, dynamic conversations and assess player responses.

  • Created core gameplay systems for goal and task progression tracking
  • Integrating AI middleware (Convai) and conversational systems

Unity · Meta Quest 2 · Convai


Light & Wonder

Senior Software Engineer

March 2025 - February 2026

Las Vegas, NV

Built internal design and 3D model visualization tools for XR, providing an alternative to costly physical mockups and enabling remote feedback and early-stage design reviews.

  • Built the XR frontend from scratch in Unity with XR Interaction Toolkit and AR Foundations, targeting Meta Quest 3
  • Utilized glTF for runtime model import via Assimp
  • Used .NET Azure Blob Storage libraries for remote file management
  • Implemented MSAL token flow authentication with a custom Android Keystore wrapper for secure credential storage

Unity · C# · XR Interaction Toolkit · AR Foundations · Assimp · glTF · Meta Quest 3 · Azure Blob Storage · MSAL


AppLovin (Machine Zone)

Senior Software Engineer

May 2024 - October 2024

Remote

Worked on Veilrunner: Arcane Frontiers, a mobile MMORPG with multi-party tactical combat, challenging boss battles, and a large roster of collectible characters with unique abilities. Position ended on company shutdown.

  • Developed Unity Timeline tooling for in-game narrative design and creation
  • Added platform-specific lifecycle handling (Android vs. iOS) for player disconnects
  • Improved build configuration handling and migrated server-side configs to CI/CD (Helm)

Unity · Android · iOS · .NET · Orleans · Helm


Medtronic

Senior Software Engineer (Contract)

December 2022 - May 2023

Remote

Developed Unity-based VR training modules, including the Mazor Spinal Surgical System. Built internal customer demos and tutorials, and advised on VR training design and methodology.

  • Co-architected a VR interaction platform refactor that reduced dependent libraries from 11 to 3
  • Integrated platform network code with Photon and built a spawn management system
  • Scripted a voice-over generation system using Python and Google Cloud Text-to-Speech

Unity · Photon · Python · Google Cloud


Virtualitics, Inc

Software Engineer

June 2021 - August 2022

Pasadena, CA

Ported a Unity desktop data visualization and analysis tool to a server-side web application.

  • One-to-one visual rebuild of the Unity UI in web markup (HTML/CSS)
  • Recreated all 2D chart generation in d3.js
  • Refactored Unity-dependent libraries to compile outside of the Unity runtime

C# · .NET · Blazor · JavaScript · d3.js · HTML · CSS


Osso VR

Virtual Reality Software Developer

December 2016 - June 2021

Remote

2nd engineer at Osso VR. Turned a prototype VR orthopedic surgical simulator into a product trusted by Medtronic, J&J Medical, and Zimmer Biomet for training and sales enablement, growing from seed funding to $27M (Series B).

  • Built out the core interaction system, modularized surgical procedures and specific interactions, and created an OVR abstraction layer
  • Created a simulated generic C-arm for procedure accuracy
  • Developed VR interaction systems and voice control, tying procedures together in Unity
  • Built tools for artists within Unity and updated legacy interaction logic to support multiplayer

C# · .NET · Unity · Oculus SDK · OpenVR


Unity Technologies

Unity Developer (Freelance)

October 2016 - December 2016

Bellevue, WA

Worked on various internal VR demonstrations.

VR Foundations Toolkit

Helped develop the Unity VR Foundations Toolkit (now XR Interaction Toolkit), a collection of Unity scripts for implementing motion controller interactions in VR. Wrote OVR and OpenVR abstractions.

EVRTH

Implemented globe grab interaction on a simulated planet Earth.

Unity · C# · OVR · OpenVR


Tomorrow Today Labs

Unity Developer (Freelance)

August 2015 - September 2016

Seattle, WA

Developed Unity-based virtual reality games for the HTC Vive/SteamVR and created physics-based interaction frameworks for motion controller-based VR.

NewtonVR

Co-created a physics-based interaction system built in Unity3D for SteamVR/HTC Vive, implementing non-kinematic interactions through Unity's physics engine (PhysX).

Unity · C# · SteamVR · HTC Vive · PhysX


Microsoft

Test Associate 1 (Contract)

May 2010 - September 2010

Redmond, WA

Ran test cases, filed bug reports, and conducted quality assurance on game titles initially released with the Kinect hardware for the Xbox 360.

Xbox 360 · Kinect