Executive Skill Summary
I have been programming for over 15 years. I started by developing mods for Star Wars: Jedi Knight: Jedi Academy, teaching myself C in the process, while I was in high school. Rather than specialize in developing games, I sought to hone my programming skills. I started developing SWAT 4 mods in college, and created SWAT: Elite Force, which has become very popular. This brought the attention of VOID Interactive, and I developed Ready or Not on a 2-year contract with them.
Since then, I have taken a more traditional programming job in a defense company and have been working on short term projects here and there.
Education
Bachelor of Science in Computer Science, University of Central Florida (Class of 2019).
Game Engine Experience
- Unreal Engine (2-5; 7+ years of experience on shipped products)
- Unity
- Godot
- Quake 3/Source Engine
Programming Language Experience
- C++
- C
- CUDA
- Rust
- C#
- TypeScript/JavaScript
Frameworks/Tools
- OpenCV
- Holoscan
- FFMPEG
- Express.js
- React
- Svelte
- Node, deno, bun
Graphics APIs
- OpenGL
- Vulkan
- Direct3D 9
Other Skills
- High-level network programming experience; built web servers, networked games, raw socket applications. Intimate experience with RDMA over Converged Ethernet and InfiniBand software stack.
- Reverse engineering and assembly code. Experience using x64dbg/OllyDbg, IDA Pro and Ghidra.
Areas of Interest
- Game Development
- AI Development
- Video Processing
- Signal Processing
Professional Experience
I work as the Lead R&D Solutions Architect for a GPU-oriented defense company - in essence, finding new and exciting ways to utilize GPUs in defense - often involving artificial intelligence, digital signal processing (including radar and radio frequency data) and more. I am involved with many industry consortia within this specific niche.
Prior to this, I was a software developer within the same company, developing internal engineering tools (making use of full-stack web development), product code (including drivers and kernel modules), and demo applications (using CUDA and OpenCV).
- DMA kernel module development for RHEL/Ubuntu (+ dkms); Windows driver development and certification
- Video application development using CUDA, C++, OpenCV, Holoscan, Video4Linux2, FFMPEG, gstreamer, etc. Used codecs: H.264, H.265, AV1. Many of these applications have made use of OpenGL, Vulkan, GLSL and Direct3D 9.
- Intimately familiar with NVIDIA ecosystem; have attended NVIDIA GTC in the past. Familiarity with Jetson products.
- Familiar with networked video applications. Developed video players for SMPTE2110-20 raw video standard. Intimately familiar with RDMA over Converged Ethernet (RoCE), ConnectX, and GPUDirect RDMA.
- Radio-Frequency and radar application development using GPUs. Familiar with GNURadio.
- Lead full-stack web development for projects using TypeScript-based MERN and PERN stacks. Also developed applications using Rust-based backend and Svelte.js frontend. Strong HTML, JavaScript and CSS skills.
- Developed GPU benchmarking tools using CUDA. Developed internal test tooling infrastructure using C#; some experience with Ansible.
- Wrote many whitepapers and marketing materials; presented at industry conferences and helping to drive video encoding and transmission standards for open standards used by U.S. Army, U.S. Navy and NATO.
Contract Work

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Ready or Not
Ready or Not is a first person tactical shooter game, steeped strongly in a sarcastic, almost sardonic world. The game's art direction is strongly influenced by Grand Theft Auto, David Lynch and True Detective, while the gameplay mechanics are very strongly influenced by SWAT 4, which I had previous experience developing mods for.
On this project, I worked below the programming director and established a lot of the core systems such as weapons, gameplay rules, procedures, UI, and common interfaces for game logic. I also interacted with the community quite frequently and helped foster the game's community on Discord and Reddit as we brought the game into Early Access.
- Contract from April 2018 - April 2020
- Unreal 4/5 Engine Game; developed using C++ and Blueprints with multiplayer replication, advanced sessions, EOS etc.
- Developed much of the gameplay systems, scripted sequences and UI code prior to the game going into Early Access; worked directly under the programming director
- Fostered community development and served as community moderator
- 5+ million units have been sold between PC and Console releases
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NDA ProjectThis project is a sword-fighting title akin to Mount & Blade, and also having some inspiration from Star Wars: Jedi Knight II: Jedi Outcast's multiplayer game modes, with a unique aesthetic. It utilized Unreal Engine 5. The project remains uncertain due to funding and technical issues.
- Contract from August 2020 - August 2021
- Project under NDA and yet to be announced; new IP; sword-fighting title akin to Mount & Blade
- Unreal 4 Engine Game; developed using C++ and Blueprints with multiplayer replication, advanced sessions, EOS etc.
- Developed much of the swordfighting mechanics, game rules and AI "bots" behavior
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NDA Projectat District CinemaAt District Cinema, I was contracted to develop various software IP projects, including ones that involved Virtual Production in Unreal 4/5 using a combination of proprietary/open-source protocols/formats. We worked primarily with Zed cameras and FreeD.
- Contracted for 2022
- Developed software IP for Virtual Production in Unreal 4/5
- Developed virtual production tools using OpenGL, imgui
- Project under NDA; used in projects by Comcast/NBC
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SuperSplineMesh
SuperSplineMesh is a UE5 plugin that allows you to transform realtime meshes using splines, and also animate them. This was contracted for a theme park tycoon simulator game.
- Contracted for 2024
- Plugin for Unreal Engine - provides efficient realtime spline mesh transformations
- Sole developer
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The Seventh (a.k.a rEvolution)
The Seventh is a battle royale/survival game based on Unreal Engine 5. It incorporates a sublime horror aesthetic, and includes a unique transformation mechanic where "you are what you eat" - as a human, you can eat meat and choose to become a werewolf, for example. Or, you can choose to remain a human and develop tools and buildings to survive. As the main programmer on this project, I was responsible for the transformation mechanic, the building mechanic, the inventory system, game rules, UI and more.
- Contracted for 2025; awaiting application for Epic Mega Grant
- Open-world battle royale with unique transformation mechanic
- Unreal Engine 5 Game; developed using C++ and Blueprints with multiplayer replication, advanced sessions, EOS etc.
- Primary programmer for the project; created inventory, transformation, itemization, game rules, etc.
Game Projects

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Vorlia Online
Vorlia Online is an MMO game based on Dransik, which is in turn based on Ultima Online in concept. On this project, I inherited a 21-year old C++ codebase and created a totally new game client, engine and game editor that can import the original game's engine, and revitalized the game with a quest system, enhanced trade skills, and more. In this revitalization effort, I was the sole programmer on the project. The project is ongoing, and it is our hope to bring the game to Steam within a few years (as of 2025).
- Ongoing Project
- C#-based MMO game. Programmed all components (editor, server, client) on my own.
- WinForm-based editor, SFML-based renderer
- Largely playable, undergoing continuous development.
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OpenD2
OpenD2 is a partially-complete open-source recreation of Diablo II, written in C. It is very heavily work-in-progress.
- Partially complete project; developed in 2020
- C++ based recreation of classic ARPG game
- SDL based renderer; uses original game assets with reverse-engineered code
- Main menu accessible, loads savegames correctly and displays animations
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Rapture
Rapture is the codename for an ARPG that I started developing from scratch. I started developing it in college, but I was inexperienced with game development and this led to a lot of overengineering. I developed the game engine myself and developed an asset tool for working with the game.
- Partially complete project; developed in 2014
- C++ game engine using SDL and Awesomium for user interface
- Navigable world and user interface
Mods
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SWAT: Elite Force
SWAT: Elite Force is a major overhaul to SWAT 4. It fixes a large majority of the game's bugs, adds cut content, improves the AI, adds new equipment and levels, and improves the game with many QoL features. It is open-source and there have been many mods based on it, such as SEF:First Responders.
- Programmed in UnrealScript from 2015-2025
- ModDB Mod of the Year award winner; Editor's Choice
- Inaugural "Mods for GOG" member; hand-chosen by GOG.com.
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Jedi Knight Galaxies
Jedi Knight Galaxies is a mod for Star Wars: Jedi Knight: Jedi Academy that transforms the arena-shooter/arena-lightsabering gameplay into an LMORPGFPS - Large Multiplayer Online Role-Playing Game First Person Shooter. The gameplay was overhauled with an inventory system, shops, tighter combat controls and new mechanics. As the sole programmer on the project towards the tail end of development, I was involved in the development of a lot of these features.
- Programmed in C/C++ from 2008-2014
- Quake 3-based game engine
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OpenJK
OpenJK is a source port of Star Wars: Jedi Knight II: Jedi Outcast's singleplayer mode, and Star Wars: Jedi Knight: Jedi Academy's multiplayer and singleplayer components. Raven Software released the source code for both games following the dissolution of LucasArts, but the code had a lot of middleware and licensed code that was left intact; OpenJK removed the middleware and provided a pathway for the game remaining open source. As a key early developer on this project, I helped resolve a lot of the early bugs, architect some of the code changes, and tackled a lot of the singleplayer features for both games.
- Repository maintainer and key contributor from 2013-2015
- Cleaned up codebase and added key features, in C
- Quake 3-based game engine
Mod Tools
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D2RModding Tools
- C#/WinForm-based tools for developing mods on Diablo II: Resurrected, including a sprite editor and a translation tool.
- d2rlint - a linting tool for the tab-delimited .txt files used for data.
GOB Tools
- Tools to handle Vicarious Visions' .GOB file formats.
Contact
- E-mail: eezstreet (at) live (dot) com