Member of Technical Staff
Working in emerging platform research and prototyping.
Member of Technical Staff, Hardware engineering @ OpenAI
I’m a software engineer working across graphics, embedded systems, operating systems, and user-space software, from apps to profiling tools. I enjoy prototyping as much as shipping: trying things out, working with designers, and figuring out what the product can be. Outside work, I build little projects and hike around the Bay Area with Cooper.
A chronological overview of my career from 2006 to present
Working in emerging platform research and prototyping.
Served as a senior software architect for VPG (Vision Products Group), balancing emergency response, prototyping, and performance optimization for current and next-generation products.
Founded and led the CoreAnimation in RealityKit team, creating the UI rendering technology for Apple's Vision Pro spatial computing platform.
Joined a six-month "tiger team" to resolve critical performance and multithreading issues for the iOS 12 and macOS Mojave releases.
Technical lead for Apple's PDF technology and 2D rendering systems. Responsible for art asset management across multiple platform user interfaces (iOS, macOS, tvOS, watchOS).
Developed gameplay and graphics features for EverQuest Landmark and EverQuest Next. Focused on volumetric rendering and MMORPG networking.
Founded and led multiple software projects, published a technical book, and developed commercial applications across platforms.
Computer Science student at Penn State with extensive research in robotics, graphics programming, and competitive programming.