Graphics engineer with a decade of shipped Unity and C# work and a specialization in real-time rendering on tile-based mobile GPUs. I write HLSL, build scriptable render features, ship volumetric effects, and spend a lot of time profiling on-device to understand what the GPU is actually doing. Currently lead engineer at Moth+Flame, where I carry the rendering architecture for VR training products in use by thousands of enterprise and military users.
Professional Experience
Lead XR Software Engineer · Moth+Flame
Remote · April 2023 – Present
Lead engineer carrying the graphics and rendering architecture across a multi-product VR training catalog deployed to enterprise and military customers. Team of 3 covering what was previously around 8, so the role spans more than just rendering: graphics, build pipeline, networking, business logic, and developer tooling. Products ship natively to Quest, Pico, Focus, and desktop VR, with current work targeting Apple Vision Pro and Quest 3.
- Shipped custom shaders, scriptable render features, and volumetric effects across the product line. Photorealistic and stylized art directions, all inside native mobile XR frame budgets.
- Optimized rendering on Quest using the full mobile XR profiling stack: RenderDoc (Meta fork), Unity Profiler and the Frame and Rendering Debuggers, Perfetto, ovrgpuprofiler, and Meta Quest Developer Hub.
- Built our CI/CD pipeline from scratch. Four platforms (Quest, Pico, Focus, desktop VR), per-build content packaging for offline-deployed customers, automated APK signing, distribution to downstream training endpoints.
- Built developer tooling that let non-engineers produce training content at scale: a full in-VR module editor used extensively by the creative studio team, and a separate Electron-based authoring app for aircraft maintenance procedures. The authoring app talks to Unity over a local WebSocket (so technical producers can resolve references against the live scene, while external authors don't need Unity at all) and syncs to a server backend for parallel multi-author collaboration with live updates.
- Led code review, technical mentorship, and engineering documentation across the team.
Products I worked on at Moth + Flame:
- Procedures. VR training for aircraft repair, maintenance, and operation. Deployed to 20+ military organizations across 70+ modules covering 10+ airframes. Completely overhauled legacy architecture and built the full rendering solution and procedure-authoring tooling.
- Conversations. VR training catalog for difficult interpersonal conversations. Around 10,000 enterprise users across 150-ish modules. Built the in-VR module editor that became essential to the studio's content pipeline as well as numerous other client-side features and some backend work.
- Mk19 Training. VR training for the Mk19 automatic grenade launcher. Texture-projection rendering exploits the static user position to ship photorealistic visuals at low cost. Volumetric dust system with persistent accumulation (see Selected Work).
- F-16 BFM Training. VR training for F-16 pilots (later expanded to F-15 and F-35 teams), visualizing tactical engagement geometry from first-person and god's-eye views. Procedural flight-path geometry built indirectly from real telemetry.
- U.S. Space Force Orbital Space Defense Training. Built solo, very well-received. VR scenario placing the user as a Space Force operator handling a control-room encounter with a hostile foreign space asset.
Senior XR Software Engineer I–II · Moth+Flame
Remote · May 2021 – April 2023
- Owned and shipped major features across Conversations and Procedures. Custom shaders for both photorealistic and stylized art directions on mobile VR hardware.
- Cleaned up tightly coupled legacy rendering and mechanics to make them extensible and per-product configurable.
- Worked directly with PMs, designers, and the creative studio team to take training modules from concept to shipped product.
Software Engineer · PLAYSTUDIOS
Remote · July 2020 – May 2021
- Owned critical user-facing features in myKonami Slots, a mobile Unity and C# free-to-play title with hundreds of thousands of daily active users.
- Wrote custom shaders for high-fidelity visuals on low-end mobile hardware, including a separable Gaussian blur used across the app and still in production years later.
Creative Technology Director · Greater Jackson Alliance
Hybrid Remote · Nov 2016 – July 2020
- Self-initiated technical product work in support of regional economic development. Operated with broad autonomy to identify problems and build solutions.
- Built JXNMetro360 Augmented, a Unity and Vuforia AR mobile app that projects an interactive map of the Jackson, MS metro onto a physical printed map, used to walk industry prospects through featured sites.
- Captured aerial drone photogrammetry of industrial sites and processed it into digital-twin 3D models used for remote site visualization and analysis. This was well before "digital twin" was a marketing term, and the work was self-initiated.
- GIS analysis and data visualization for industry-attraction campaigns.
Personal Projects
Aminal Space
2024 – Present · Unity, C#, HLSL
Solo-developed contemplative colony builder set across a stylized solar system. The cloud and atmosphere, Earth-scale terrain, and GPU quadtree LOD in the Selected Work section are all from this project.
Project EXO
Science-informed, near-future space strategy simulator with deeply simulated emergent systems. The SDF text rendering in the Selected Work section originated here, alongside JFA-based screenspace borders and log-depth reprojection. More on the portfolio site.
Songs of the Eons
Highly simulation-driven nearest-neighbor Goldberg polyhedron-based planetary-scale fantasy sandbox where the player guides civilizational evolution across eons on a planet generated from real geomorphological processes.
Technical Skills
Graphics & Rendering · HLSL shader authoring, Unity SRP (URP/HDRP), Scriptable Render Features, custom render passes, ShaderGraph, Vulkan/Metal rendering concepts, Forward+/deferred rendering, PBR and stylized lighting, volumetric raymarching, GPU compute, indirect rendering, GPU-driven culling, custom post-processing
XR Platforms · Meta Quest 2/3/Pro, Apple Vision Pro (visionOS), Pico, HTC Focus, OpenXR. Single-pass stereo, fixed foveated rendering, TBDR-aware strategy.
Profiling & Optimization · RenderDoc (Meta fork), Unity Profiler / Frame Debugger / Rendering Debugger, Perfetto, ovrgpuprofiler, Meta Quest Developer Hub. Frame-budget management, draw-call reduction, overdraw analysis, bandwidth/ALU/latency bottleneck diagnosis.
Languages & Engines · C# (10+ years, Unity), HLSL, GLSL, C++, JavaScript/TypeScript, Python. Unity 5 through Unity 6, Unity DOTS/ECS. Rust.
Tooling & Pipeline · Custom editor extensions and inspectors, in-engine and external content-authoring tools, multi-platform CI/CD for Unity, asset bundling and per-build content packaging.
Education
B.S. Geography, University of Southern Mississippi, 2012–2016
Continuing self-directed coursework · Pluralsight, Udemy, FreeCodeCamp (C#, C++, Unity, software design patterns, frontend).
References available upon request.