I'm a self motivated and lifelong programmer located in the San Francisco Bay Area with a passion for open source and helping new people enter the open source community.
Specialties
Accomplishments
Skills
- C++
- C#
- C
- OCI Images
- Linux System Administration
- Java
- HLSL
- GLSL
- PHP
- Composer
- VB.NET
- JavaScript
- React & React Native
- HTML
- CSS
- Microsoft SQL Server
- MySQL
- REST
- XML / XML-RPC
- AngelScript
- Lua
- e-Commerce & Data Integration
- Game Design & Programming
- Android App Development
- Web App Development
- Windows, Linux, and other *nix Operating Systems
- Git
- Subversion
- Visual Studio
Experience
Present
Jun 2024
Software Engineer II - Linux Community Engineer
It looks like you're working on Linux, would you like some help?
Present
Dec 2022
Approver/Maintainer
In 2022, I started a project called Bazzite to create a customized Linux container image with the goal of making gaming on Linux easier for handhelds and desktops alike. In achieving this goal I packaged hundreds of applications and libraries, made numerous kernel patches, and forged collaborative efforts with numerous other groups in the open source community. Shortly after, I was asked to join Universal Blue and brought my project into their organization.
Since then, I've served as a Approver & Maintainer for all Universal Blue OCI images and assisted in architectural and design decisions across the organization.
Bazzite has gone on to have received over 2,000,000 downloads and 3,000 stars on GitHub. It's been featured in publications such as Tom's Hardware, Techspot, It's FOSS, Apple Insider, and Gaming on Linux.
Since then, I've served as a Approver & Maintainer for all Universal Blue OCI images and assisted in architectural and design decisions across the organization.
Bazzite has gone on to have received over 2,000,000 downloads and 3,000 stars on GitHub. It's been featured in publications such as Tom's Hardware, Techspot, It's FOSS, Apple Insider, and Gaming on Linux.
June 2024
Nov 2013
Full-Stack Program Analyst
At EC Internet I had a top-down view of dozens of Magento e-commerce stores where I worked directly with clients to implement business logic, design, and account system integrations. Some of my accomplishments include:
- Led the charge in moving from the WebProPack e-commerce platform to the more modern and extendable Magento framework, which became EC Internet's primary source of revenue.
- Developed more than 35 Magento extensions to adjust business logic, product data, and customer data for integration into Sage accounting & inventory systems.
- Moved EC Internet toward automatic deployments from git to development, preview, and production site environments, reducing developer and operations time required to test and deploy production stores from hours to minutes.
- Pushed dozens of sites and thousands of updates live, handling code deployments, SQL administration, and server configuration.
- Worked on-call 24/7 for business critical emergencies to maintain the highest possible uptime for clients stores.
- Implemented an automatic Javascript compiling system for EC Internet's WebProPack e-commerce site framework which reduced overall download size on mobile devices by more than 60%.
- Produced a React Native Android app for WebProPack sites which would closely emulate the functionality, speed, and design of a native Material Design app.
- Created the architecture for more than 30 Magento and WordPress sites for companies such as Fortessa, Smithsonian Institution, CZ-USA, and Novotech.
Jun 2013
Nov 2011
Shader Artist
Released Products:CONSORTIUM for PCAt IDGI, I was responsible for building a portfolio of shaders and modifications to the Source Engine in order to create a toon-like art style for the game Consortium. During my time here I implemented:
- Deferred rendering
- Outline shader using depth & normal buffers
- Half Lambertian toon shading
- New toon-like bloom shader
- Dynamically generated skydomes wth rotating earth bottom
- Light culling performance enhancements
Nov 2011
Nov 2008
GearDev Studios
Lead Programmer & Shader Artist
Here I served as the lead programmer on an international group of eighteen talented developers on a non-profit game for Valve's Source Engine, which would go on to be one of ModDB's Top 5 upcoming mods for the year 2011. My achievements here include:
- Created the first game on the Source Engine to publicly implement advanced shaders such as Sun Shafts, Screen Space Ambient Occlusion, and Bokeh Depth of Field
- Created & implemented new non-player characters
- Improved AI to be more responsive to sounds from unseen targets
- Expanded nearly every game entity within the engine to have additional inputs and outputs for level designers to use
- Implemented over 30 new shaders total, and modifying countless others originally created by Valve.
Education
I started taking courses at College of Marin at the age of 12, and continued through my senior year of High School. Some of the courses I took during my time at COM were:
- Introduction to Game Design (3DS Max and Adobe Director)
- Introduction to 3D Modeling
- Introduction to Flash
- Advanced Flash
- Web Development
- Advanced Actionscripting (2.0) 1
- Served as a teacher's aid for Advanced Actionscripting (2.0) 2 at the age of 13.
- Search Engine Optimization
Hello World!