
AAA Projects
Shipped titles and responsibilities:
1) LCS Deck Ops
2) LCS Combat Systems
3) LCS MMSC
4) LCS IT Maintenance
Original source article available below:
https://www.unrealengine.com/en-US/spotlights/cubic-and-ue4-create-waves-in-the-training-and-simulation-industry
Throughout my still on-going and nearing four-year tenure at Cubic as an associate technical designer, I harnessed the capability of various frontend feature and level design implementations. Working on a close, cross disciplined team (subject matter experts, instructional, art, animation, and embedded QA) I oversaw the functional implementation for the various titles, each with their own demands and challenges. Over the course of this experience, I was a feature owner for multiple features, including some I designed myself, that allowed for training progression in a non-linear, dynamic fashion, I served as a production floor profiler for optimizations identifying bottlenecks, as well as solutions, making it happen. I had opportunities to iterate and rescript systems to approach more realistic, real world need, identified by customers, working through multiple project phases in a Agile software development environment, on multiple projects. Debugging was apart of my everyday tasking. I am so very thankful for the knowledge and opportunity Cubic has allowed!
5) Commercial Airlines Mobile

Original source article available below: low:
The Commercial Airlines project, while previously available (on Android), is now being setup through the game based distribution I helped work on, and should be available for customers on iOS later this year. This project was a complete switch of gears, allowing many opportunities to participate and facilitate in deeper levels of design and creativity. Throughout my time, I was allowed opportunity to design and resign multiple UIs of various plane systems, expand features with additive secondary mechanics big or small, and provide new ways of ‘gamification’ to the core of the game, that did left the original training intent of the product in lines. Overtime, I took over as the Lead Technical Designer for the project, and its sister project which involved coming up with a solution for game based distribution using the project as its initial flagship game that would be available. The projects had both reached MVP, and were at one time available, though it should be noted it is not currently.
6) Proteus Scenario Editor

This UI Example (and the banner at the top) is from in game, scenario editor is similar, but like much of my work, I can’t show it.
Original source article available below:
https://www.darpa.mil/news-events/2021-06-22
For several months I had the pleasure to collaborate and work a front end effort to implement part of the user interface used for a scenario editor on the Proteus game. This effort involved working with software engineers to deliver a usable editor targeted as use for both designers, and clients. Using a mock template, I laid out the scenario editor on a macro level, while staying true to this original design.