Hearthstone
Software Engineer
Blizzard Entertainment, Irvine, CA / March 2018 - Present
Shipped Titles:
- Hearthstone: The Boomsday Project
- Hearthstone: The Witchwood
Associate Software Engineer
Blizzard Entertainment, Irvine, CA / May 2016 - March 2018
Shipped Titles:
- Hearthstone: Kobolds & Catacombs
- Hearthstone: Knights of the Frozen Throne
- Hearthstone: Journey to Un'Goro
- Hearthstone: Mean Streets of Gadgetzan
- Hearthstone: One Night in Karazhan
Star Wars: Commander
Game Engineer Intern
Disney Interactive, Palo Alto, CA / June - August 2015
- Contributed to four major game releases as a front-end Unity engineer on Star Wars: Commander, a mid-core real-time strategy game for iOS and Android, including Worlds in Conflict, the game’s largest update to date.
- Led the design and implementation of a system for earning cosmetic upgrades to a player’s avatar to incentivize player vs. player elder game content.
- Won best in show at the 2015 Star Wars: Commander Hack-a-thon for a system for placing bounties on opponents for other players to carry out.
- Worked across many different aspects of the game, including PvE, PvP, UI, chat, and leaderboards.
- Investigated and resolved many bugs in the code base, some of which existed since launch.
- Participated in daily scrum, sprint planning, and sprint retrospectives.
Created and resolved tickets through Jira and managed code changes through Git.
Faction Icon Upgrades - Star Wars: Commander Hack-a-thon / July 2015
A system allowing players to earn cosmetic upgrades to their avatar to incentivize elder game PvP content. Inspired by Diablo 3's Paragon system, players earn a rank based on the number of total PvP battles they've won. The higher their rank, the more complex their avatar icon becomes. The project ultimately became a feature in the live game. I designed and implemented the system, including a utility to check and display the ranking of players, displaying a celebration when a new upgrade is earned, handling returning user flow for cases when an upgrade is earned while the player is offline, and methods to assist QA testing.
Bounties - Star Wars: Commander Hack-a-thon / July 2015
Winner of "Best in Show" at the 2015 Star Wars: Commander Hack-a-thon, this project was a system for placing custom bounties on opponents for other players to carry out. The system gave players a new way to interact with each other, while simultaneously serving as a resource sink for the various currencies in the game. I implemented all the front end requirements of the project, including displaying new UI elements and interfacing with new back-end commands that supported this new form of currency exchange.
Droid Parts - Star Wars: Commander Hack-a-thon / July 2015
An extension of the Commander's existing "clearables" system, in which players can clean up rubble on their bases for a chance to collect crystals, a currency traditionally earned through in app purchases. This system would add a chance for players to collect droid parts from rubble. If players collected enough parts, they would be able to construct a free droid, the game's worker unit. I implemented all the front end requirements of the project, including the allocation of parts, an interface for managing the parts you've collected so far, and a celebration screen for when enough parts are collected to build a droid.