I am a senior Software Engineer who loves architecting software and programming at a low level. In my career, I have worked with many different technologies in a variety of domains which helped broaden my perspective and build my problem-solving skills. I believe my greatest strength is being proactive and taking initiative. People tend to find me energizing and fun to work with (maybe because I felt lucky to work with such amazing colleagues). And I place great value in teamwork and thrive in environments where team effort is cherished.
Working as a part of the Scene team in the Frostbite core tech domain. We are developing a new WYSIWYG editor initiative for FrostEd, the Frostbite editor, as well as continuing to support the existing editor product and framework. As a developer, I am expected to architect and develop new features, identify and resolve dependencies and take initiatives to facilitate improvements in the engine. As part of my role, I’ve implemented core editor systems like entity selection, extendable widget renderer using SDF shaders, game simulation support etc. Shortly after joining the team, I stepped up to the scrum master role alongside my responsibilities as an engineer. As part of that role I help improve our workflows, remove impediments and facilitate communication between multiple teams in Vancouver, Melbourne, and Stockholm.
Was part of the team that developed and supported the live service game Generation Zero. I worked mainly on networking, multiplayer services, and the game save system. I was also part of an effort to back-port code from game branches to the main game engine. My responsibilities also included supporting the team from the engine side and customizing/extending the engine for the game needs. I worked with industry standard partner SDKs such as Orbis SDK for PS4, Microsoft XDK & GDK, and Steam SDK.