Tools other people build games with
Most of this work is under NDA, so there are no screenshots — but the problems and the approach are worth reading. This is where most of the tooling, platform and console evidence lives.
Unity Editor asset pipeline — FBX to game-ready prefab
A physics-driven match game under a licensed IP needed hundreds of unique 3D models integrated by hand, one at a time — material presets, colliders, catalog entries, category and tuning fields. The pipeline was the bottleneck, not the modelling.
I helped build and extend a Unity Editor asset pipeline tool that took an imported FBX and ran the whole setup in a single pass: applying established material and texture presets, generating colliders from mesh shape, registering the entry in the ScriptableObject catalog, and exposing category and tuning fields for a manual pass at the end.
It removed most per-model manual setup at hundreds-of-models scale and gave artists a repeatable path from DCC export straight to in-game object — the kind of tool that gets used because it's faster than working around it.
Visual Editor — self-service In-App Message authoring
Changing an in-app message meant shipping a new client build, so every copy fix and every live-ops message waited on a full release cycle. Non-technical marketing and live-ops staff had no way to ship on their own.
I was technical lead for Visual Editor, a self-service authoring tool spanning four teams — the platform web console, platform backend services, UX, and Marvel Strike Force as lead stakeholder. My contribution was the translation layer converting console-authored message definitions into a format the platform rendering SDK consumes at runtime, and the client-side SDK extension that renders it.
The infrastructure to render and deliver messages already existed on both ends. The work was composing a new authoring surface entirely out of that existing infrastructure rather than building new systems — a harder engineering problem than greenfield, because every design decision had to fit constraints already set by systems I didn't own.
Platform SDK integrations — Twitch Drops & Discord
Platform SDKs and services integrate directly into live game clients and servers — most of that work extends systems already owned by other teams, which means ramping up in unfamiliar codebases fast and without disrupting players already live.
I built backend integrations for Twitch Drops and Discord, extending existing platform services and improving client-to-service communication for live-ops campaigns. I also profile and resolve SDK performance issues across multiple titles ahead of partner delivery, contributed to an early-stage Unreal Engine SDK initiative evaluating architecture and integration patterns, and review code and technical design documents across internal and partner teams while mentoring two mid-level engineers.
Lunch A Palooza — Xbox One and PS4 ports, certification owned solo
A local multiplayer party game built for PC needed to reach three console ecosystems, each with its own certification requirements, platform services and failure modes — on a small team with no dedicated porting engineer.
I was sole engineer on both the Xbox One and PS4 ports — development, build and release setup, QA, and certification feedback through to release approval on both, implementing platform-specific services including achievements, cloud saves and player profile management against each platform's requirements. On the gameplay side I built and tuned the physics-driven combat, input handling for four simultaneous local players, and the UI responsiveness a couch party game lives or dies on.
It released on all four platforms — Steam, Xbox One, PS4 and Switch — with both console certifications carried solo from submission to approval.
Every title I've shipped — at Scopely, Digital Vault Studio and Seashell Studio — is listed on the home page.