EXPERIENCE
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Electronic Arts, Salt Lake CityFrom 2014 until the present I've been working on mobile games built in Unity at EA Salt Lake. The first of these two games was Minions Paradise, a builder game where you create the ultimate island paradise for the Minions from Despicable Me to have the vacation of their lives. In 2016 I transitioned teams and moved to work on Scrabble, the popular mobile version of the board game.
Both of these projects, especially Minions, really expanded my programing knowledge and put everything I'd learned in school to practice. Shipping Minions and seeing the reactions from our players is something that I'll never forget. Scrabble was interesting in its own way, particularly because it gave me experience with integrating an ad SDK from an external partner, but also because I was responsible for maintaining the build pipeline with Jenkins. Additionally, just like my internship experience with The Sims, I was jumping into a large code base that had been around for years. |
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Electronic Arts, Salt Lake CityOver the summer of 2013, I had the privilege of working as a Gameplay Engineer Intern at Electronic Arts Salt Lake working on the final Sims 3 expansion: Into the Future.
I was responsible for adding several features to the game, working closely with design, art, and animation to modify existing features of the game, as well as extensive bug fixing during Alpha. After this small taste of what it's like to work in the game's industry, I knew it was the only job for me. |
Scientific Computing and Imaging InstituteI worked as an Intern at the Scientific Computing and Imaging Institute at the University of Utah for three years during my undergraduate degree.
My main project was a 3D reconstruction program written in Java3D from the ground up. The program takes in .txt files, parses through all of them, and then displays the corresponding structures as shown to the left. Individual slices can be viewed, and each component has a visibility flag |