About Me

An avid software engineer, product manager, and entrepreneur with over 15 years of experience in bringing new concepts and technologies to market. As a founder I've created and scaled several successful teams and experienced the full start-up cycle from creation through acquisition.

My professional experience covers a broad array of technical areas involving mobile, desktop, web, cloud, console, embedded, and platform development – and my excitement for technology is matched only by my passion for building highly effective and execution oriented teams. For information and examples of my work, check out the project section of this site.


  • Google

  • Senior Technical Lead
  • 2014 – Present

In 2014 I joined the YouTube team to develop the mobile clients as well as backend features that power all the various youtube clients, including web desktop, mobile web, mobile, and tv products. I'm a big fan of youtube, as well as a daily user, and it has been extremely fun to learn about the software behind one of the largest services on the planet.

  • OTOY Inc.

  • Vice President, Mobile Software
  • 2011 – 2014

Responsible for the company's mobile product division and core technology platform, and served as both product designer and engineering lead for Autodesk Remote. Also managed engagement with mobile partners and helped grow the company from a small handful to over 50 employees.

Shipped and maintained Autodesk Remote (iOS, Windows, Mac) and the OTOY Cloud Platform (Amazon AWS). Also optimized the ORBX Video Codec and developed the web implementation of the decoder, ORBX.js, which is written entirely in HTML5 and JavaScript.

  • everyAir

  • Founder & Engineer
  • 2010 – 2011

Negotiated the successful sale of the company in April 2011 to OTOY Inc.

Shipped the everyAir real-time mobile cloud gaming product for iOS, Windows, and Mac. The product quickly picked up steam and received favorable reviews from a number of popular gaming blogs including Engadget.com. In six months on the market, everyAir sold over 250,000 copies and was ranked a Top 16 Paid Utility on the iOS App Store.

  • Microsoft Corporation

  • Senior Software Engineer
  • 2004 – 2011

Served under the Xbox Division CTO and was instrumental in the research, incubation, vision, technical design and execution of multiple Xbox projects including HoloLens, Kinect for Xbox 360, Xbox One, Kinect for Xbox One, Xbox 360, the Xbox and DirectX SDK and several unannounced projects.

As an early member of both the HoloLens and Kinect incubation teams I developed innovative solutions for augmented and virtual reality involving world mapping, eye tracking, human pose recognition, stereoscopic calibration, holographic rendering, sensor fusion, and stabilization.

As a member of the Xbox Graphics Team I assisted with the development of graphics technologies including Direct3D and XGraphics, the Performance Investigator (PIX), debugger extensions, and hardware verification frameworks. I also assisted with crunch time development of key Xbox titles including Halo 3, Grand Theft Auto IV, Project Gotham Racing 3, Perfect Dark Zero, Kameo and Gears of War.


  • University of Washington

  • M.B.A.
  • 2008 – 2010

Specialized in technical management, entrepreneurship and corporate finance with a research focus on innovation and efficiency in distributed teams.

  • Microsoft University

  • Leadership Certificate
  • 2009 – 2010

Specialized year-long course in management, leadership, strategy and product planning. Presented term proposal to senior leadership that was accepted and pursued by the organization. Also served as a coach for the Microsoft Project Firenze 2010 student competition.

  • UC Irvine

  • B.Sc., Computer Science
  • 1999 – 2004

Completed the Honors Computer Science track with a GPA of 4.0/4.0 and specialized in real-time computer graphics. Implemented a splat renderer for the SIGGRAPH 2003 paper "Object-Space Point Blending and Splatting" as part of an elective honors research program.