Professional Experience

Lead Developer

Mar 2021 – Present
trainPOINT | San Diego, CA

Lead a team of developers building interactive safety-training products used by Fortune 500 enterprise clients. Own technical direction, architecture decisions, hiring, and end-to-end delivery across 30+ shipped training modules.

  • Shipped courses including Target store Hazardous Energy Training, Target store Fire Extinguisher Training, Hazard Identification Scenarios, and Construction Equipment Spotter VR Training.
  • Architected the shared Unity codebase powering trainPOINT’s full product line including Hazard Identification, Fall Protection, Lockout-Tagout, Confined Spaces, and Spotter training.
  • Built and maintained the Azure DevOps CI/CD pipeline (YAML) for multi-platform builds and unit tests across Meta Quest, Windows, Android, iOS, and WebGL.
  • Standardized the team on modern Unity practices: Addressables for content delivery, XR Interaction Toolkit and OpenXR for cross-headset support, dependency injection for testable architecture.
  • Grew the development team through hiring, onboarding, and mentoring; established code review standards and technical direction for the group.
  • Maintained hands-on ownership of the core Unity architecture and complex implementation work spanning all shipped products.
  • Implemented a no code solution to develop new course content with a node based procedure editor.

Developer

Jan 2020 – Mar 2021
trainPOINT | San Diego, CA

Worked closely with other developers to build trainPOINT's early safety-training VR products, laying technical groundwork later expanded into the shared studio codebase.

  • Created the initial version of the Hazard Identification game and the underlying procedure systems.
  • Led the transition of the core project from VR-only to a multi-platform architecture supporting VR, mobile, web, and desktop.
  • Built the vehicle driving translation layer for the Spotter VR Training game, connecting hand-signal input to vehicle response, and implemented vehicle behavior using NWH.
  • Created original art assets and supporting systems for the Fall Protection harness inspection experience.
  • Implemented VR multiplayer support using Photon and VRTK.
  • Designed and implemented UI/UX for training games.

Computer Programmer II

Aug 2016 – Dec 2019
Epsilon Systems Solutions Inc. | Warrenton, VA / Remote
  • Developed and maintained EpsilonVR, a Unity-based VR training framework powering simulations across multiple U.S. Navy programs.
  • Shipped VR training modules for the U.S. Navy including Virginia Payload Tube, Auxiliary Propulsion System, and Surface Steering Gear.
  • Shipped VR training modules for commercial clients including Lockout-Tagout, Confined Spaces, and Hazard Identification.
  • Built internal C#/WPF/WinForms tooling to streamline the NGrain content pipeline, reducing manual work for the art team.

Graphic Artist III

Oct 2014 – Aug 2016
Epsilon Systems Solutions Inc. | Warrenton, VA
  • Developed an interactive 3D showcase application for Generac’s new generator product line.
  • Built Virtual Training Aid, an instructor-led 3D classroom navigation tool for teaching equipment systems and components.
  • Ported iOS app “Your-E-Caddie” to Android and published to the Play Store.
  • Delivered a generator maintenance simulation prototype for the U.S. Army.
  • Created an interactive 3D walkthrough of proposed facility modifications to the NNSS U1a Complex for the U.S. Department of Energy.
  • Produced the interactive 3D brochure for Epsilon’s Compact Aircraft Support Cart.

Graphics Artist

Jan 2012 – Oct 2013
Media Box Studios (acquired by Epsilon Systems) | Warrenton, VA
  • Built 3D models and renderings in Cinema 4D for computer-based training products.
  • Translated client technical manuals into structured training procedures.
  • Integrated rendered assets into Adobe Flash training projects.

3D Artist

Jan 2012 – Feb 2013
Lukewarm Media (concurrent / contract) | Remote
  • Created environmental props and buildings for the Unreal Engine title Primal Carnage using 3ds Max, Quixel Suite, and Photoshop.

Certifications

Professional Scrum Master I (PSM I)

Issued May 2025
Scrum.org