I joined Kabam as Sr Director of Engineering in late 2015, having successfully negotiated an acquisition of my Rogue Rocket team. I am in charge of the SF studio's engineering group, initially running Star Wars: Uprising, but now prototyping an innovative new game concept.
I co-founded Rogue Rocket Games LLC with Nick Bruty in 2011. Our goal was to bring our creativity and high level of execution to digital download spaces with smaller but inventive and fun games. While largely mobile, we ventured into other spaces such as Steam, Windows App Store, and Mac.
Prior to that, I had joined Planet Moon Studios in 2004 because I was drawn to its incredibly creative roots, and memorable games that combined at the time cutting edge action and hilarious stories. The studio always had a feeling of a tight knit team that not only wanted to make great games, but enjoyed each others' company and approached it with simultaneous professionalism and irreverence.
I got my start as a technical lead here, taking over engineering teams for several games projects over my time there, and participating in the company leadership team to help craft strategies and operational decisions.
But in the beginning, I was very lucky to land a programming job at LucasArts as my first job out of college in 1999. It set the tone and trajectory of my career in many ways, as well as connected me to people who are now all over the industry doing a huge variety of interesting things.
I like to refer to the incarnation of the company during my tenure as "Gen 3 Lucas." This was during the transition into 3d accelerated gaming, and finding its voice in the evolving space. I intentionally tried to stay on teams working on original IP games because that's where my heart was at, though one of the best games I worked on here was Star Wars: Republic Commando. It was on this game that I worked for Christian Lassonde, who has since been my long time valued mentor and friend, to whom I'm incredibly grateful.