I am currently employed as a Senior UX Developer at Indeed.

Indeed for Employers page

As a member of the Design Technology organization, I collaborate closely with software engineers to realize designs created by UX designers. Another aspect of my role is establishing best practices for usability, accessibility, and consistency.

This role was a career pivot for me from the game industry to web development. After over a decade making games, I became interested in applying my frontend expertise in other contexts. I also wanted expand my breadth of knowledge by learning web technologies. While Indeed may not seem to have much in common with video games, I apply my background from game UI on a daily basis.

Unbroken Studios

As a Senior UI Engineer, I was responsible for architecting and implementing in-game UI for Fractured Lands. This included the inventory menu, game map, and multiplayer party management screen.

Screenshot from Fractured Lands

I also briefly developed gameplay systems and tools for Suicide Squad: Kill the Justice League, which will release in February 2024.

Gearbox Software

I developed 2 AAA games at Gearbox as a UI Programmer: Borderlands 3 and Battleborn. In both of these games, I implemented UI systems for the heads-up display (HUD), item menus, and map screens.

Screenshot from Borderlands 3

Borderlands 3 was especially challenging to work on because it was Gearbox's first game developed with Unreal Engine 4.

EA Mobile

Returning to Electronic Arts, I was a Software Engineer for EA Mobile and worked primarily on Dungeon Keeper, the studio's final game, which released for iOS and Android.

Screenshot from Dungeon Keeper

While my stint at EA Mobile was short, I learned a lot about game development and working on a large team.


I was a Lead Engineer for Zabu, a startup that created licensed online adaptations of board games.

Screenshot from Thunderstone

Because this was a small company, I wore many hats: gameplay programmer, backend programmer, and occasional designer.


My first tech job was as a Gameplay Engineer for pogo.com, a subsidiary of Electronic Arts.

Screenshot from Puck's Peak

At Pogo, my most important contribution was migrating games from Java applets to Flash, where I became a subject matter expert and established best practices for future games.