Education

Advanced Professional Certificate, Orchestration for Film and TV (9 Courses, 4.0 GPA), Berklee College of Music

Professional Certificate, Composing and Producing Electronic Music (3 Courses, 4.0 GPA), Berklee College of Music

Professional Certificate, Music Theory and Composition (4 Courses, 4.0 GPA), Berklee College of Music

B.S., Computer Science (Minor in Mathematics), Florida State University

A.A., Saint Petersburg Junior College

Experience – Music and Composition

Musical Skill and Techniques

  • Advanced Counterpoint
  • Advanced Music Theory
  • Contemporary Techniques (such as; algorithmic composition, aleatoric music, extended techniques, field recording, granular synthesis, interactive music systems, microtonality, minimalism, modular synthesis, neo-romanticism, phasing, post-minimalism, post-serialism, sampling, serialism, texturalism, total serialism etc.)
  • Experienced in Film and TV Scoring Techniques (such as; adaptive music, atmospheres, cue layering, diegetic music, electronic elements integration, harmonic tension and release, hit points, hybrid scoring, leitmotif, Mickey Mousing, motif variation, non-diegetic music, orchestration, ostinato, sound design integration, syncopation, tempo mapping, tension building, thematic development, underscoring etc.)
  • Skilled in orchestration and arranging, with a proven ability to create professional, live-player-ready full orchestral scores
  • Proficient in composing music across a wide range of genres and styles
  • Proficient in Video Game Music Composition Techniques (such as; adaptive music, ambient soundscapes, boss themes, dynamic layering, environmental music, horizontal re-sequencing, interactive scoring, leitmotif development, loop-based composition, non-linear composition, player-driven motifs, reactive music, stinger cues, thematic variation, vertical orchestration etc.)
  • Proficient in World Music Composition Techniques (such as; aesthetic authenticity, call and response, cross-cultural fusion, cultural motifs, drone usage, ethnic percussion patterns, folk influences, heterophony, improvisation, microtonality, modal harmony, modal interchange, non-Western scales, ornamentation, polyrhythms, regional melodic structures, rhythm cycles, textural layering, timbre exploration, traditional instrumentation etc.)

Music / Sound Effects Software and DAWs

  • Ableton Live
  • Cakewalk Pro Audio
  • Cubase SX
  • Digital Performer
  • Drumkit From Hell / Superior Drummer
  • Fruity Loops Producer
  • GigaStudio
  • Kontakt (including custom Kontakt Scripting)
  • Logic Pro X
  • Notion (Notation Software)
  • PreSonus Studio One
  • Sampling Software Packages (e.g. East West Products, Spitfire Audio, Vienna Software Library etc.)
  • Sibelius (Notation Software)
  • Sound Forge
  • Various VSTi / DXi Plug-in applications (e.g. ABSynth, Battery, Evolve, FM8, Maschine, Massive, Sytrus, Vital etc.)
  • Vienna Ensemble Pro (Server / Client)

Music and Sound Effects Hardware

  • Echo Audio Layla 24, FocusRite, and Komplete Music Interfaces
  • Ernie Ball MusicMan Stingray Bass Guitars
  • General MIDI (MIDI Programming) 
  • (Full and Semi) Modular Synthesizers (e.g. Berhinger, Moog, Mutable Instruments)
  • Multitude of Keyboards / Synthesizers (e.g. Berhinger, Moog, Roland, Yamaha)
  • Push 2
  • Roland VS-2480 24 Track Digital Studio Workstation
  • Schecter Guitars (6 & 7 Strings) and Bass Guitars (4 & 5 Strings)
  • Steinberger Bass Guitars
  • Various Amplifiers / Preamplification Units (e.g. Trace Elliott, Blue Tube)

 

Experience – Computer Science

Entrepreneur & Startup Founder

Co-Founder of Solar Havoc Industries LLC which oversees

Co-Founder and Chief Technology Officer of Synaptic Sparks Inc. (Licensed 501c3 nonprofit)

Current Employment

Cole Engineering Services Inc., Orlando — March 2013 to Present

Senior Lead Engineer / Lead Game Designer / Project Manager / Pre-Sales Engineer

  • Prime developer/designer and innovation lead on MR-DNA hosting a multitude of government and commercial projects
  • Lead several development teams in various R&D (Research and Development) projects
  • Led a development team and served as the network infrastructure lead and primary developer on STE-LTS, transitioning the project from R&D to a funded government program
  • Managed a team of game designers responsible for defining all aspects of gameplay, level design, story, assessment, audio, voice recording, and environmental elements of applications based on the EDGE platform (a Massively Multiplayer Framework built with the Unreal 3.0 Game Engine)
  • Led strategic IR&D (Independent Research and Development) projects in corporate innovation
  • Supported Strategic Business Solutions
  • Assisted CESI leadership with marketing, branding, and multimedia production

Previous Employment

Lockheed Martin Global Training and Logistics, Orlando — July 2006 to March 2013

Computer Scientist / Pre-Sales Engineer / Project Architect / Project Manager

  • Served as the local VWL-Orlando (Virtual World Labs) technical lead and video game technology mentor for a diverse team designing, implementing, and supporting numerous projects, programs, and R&D efforts utilizing a wide range of commercial and custom video game technologies
  • Active member of the corporate Video Game Technologies experts group, including Virtual World Labs. Areas of expertise included AI, COTS Game Engines, Custom Game Engine Design, MMOA, “Mod” Kits, Network Infrastructures, Physics, and Scripting. The in-house game engine “UltiSim” was featured at trade shows such as AETC, ModSim, and I/ITSEC from 2008 to 2011
  • Principal Engineer within the Advanced Programs and Strategic IR&D group, focusing on leveraging cutting-edge video game industry technologies for professional development and K-12 education
  • Key member of the Strategic IR&D group, responsible for all aspects of the technical design and implementation of a NASA/US Air Force initiative, focusing on integrating internal and COTS toolsets to discover new training mechanisms. Featured at I/ITSEC 2007

Professional accolades with Lockheed Martin Global Training and Logistics

  • Innovation “Champion” 2013 – Patent Authoring
  • Technology Spotlight 2013 – ‘Agile’ Video Game Technologies
  • Spot Award 2012 – “Herculean Efforts” for ICE STORM & UCF RTP3 Game-Based Tech
  • Diversity and Inclusion Champion 2011 – on behalf of the GVSC Team
  • Innovation “Champion” 2011 – Patent Authoring
  • GTL Peer to Peer Award 2010 – Teamwork & Inclusiveness
  • Diversity and Inclusion Champion 2010 – on behalf of the VWL Team
  • Innovation “Champion” 2010 – Patent Authoring
  • New Technology of the Year 2009 – GRITS2 (Generic Realtime Integrated Trainer for Space Systems)
  • Special Recognition Award 2008 – Internal & External Presentation Excellence

L-3 Communications Link Simulation & Training, Orlando — Sept. 2004 to March 2006

Senior Software Engineer I / Computer Scientist / Project Architect / Project Manager

  • Acted as Principal Investigator and IR&D Lead for Game Technologies and Schoolhouse Analysis Modeling & Simulation
  • Member of the Strategic IR&D group with focuses on discrete event simulation, web-enabled technologies, and commercial video game technologies for various training environments
  • Co-led the Link Simulation & Training Strategic IR&D team that successfully demonstrated the integration of video game technologies into a distributed simulation suite of legacy Link simulators. This included showcasing a correlated faux Iraq city with a Game Engine and a suite of legacy simulators, an integrated DIS multiplayer layer where the game’s three players were entities within the legacy simulator suite and vice versa, and an additional capability within the video game where players extracted from a rooftop using an FSXXI UH-60 simulator. Featured at I/ITSEC 2005
  • Part of the Link Simulation & Training Strategic IR&D team that successfully demonstrated web-enabled technologies integrated into a distributed simulation suite of legacy Link simulators. This included the packaging and distribution of DIS packets via the web and the creation of DIS entities via the Internet Explorer web browser. Featured at I/ITSEC 2004

Professional accolades with L-3 Communications Link Simulation & Training

  • Outstanding Achievement 2005 – Development, Integration, and Demonstration for the I/ITSEC 2005 Conference Exhibits
  • Outstanding Achievement 2004 – Development, Setup, and Support of the I/ITSEC 2004 Conference Exhibits

Lockheed Martin Simulation, Training & Support, Orlando — Oct. 2001 to Sept. 2004

Software Engineer / Computer Scientist

  • Member of the Core IR&D Modeling and Simulation group, specializing in discrete event simulation in a training environment
  • Initial software development team member for BC2T (Battlegroup Command and Control Trainer), now designated CORE-t (Command Operational Readiness Trainer) for the UK until contract award. Featured at I/ITSEC 2003. Responsibilities included using “extreme programming” software design/development/lifecycle techniques within an IR&D philosophy to meet an aggressive schedule and secure the contract award. Additional duties included systems administration for an interoperable Linux and Windows network
  • Created and self-managed a program within the Core IR&D team called Lifeforms, a proof-of-concept prototype showcasing the insertion of commercial video game technologies into a military simulation framework. Featured in the IR&D booth at I/ITSEC 2002
  • Software development team member for CCTT (Close Combat Tactical Trainer) tasked with adding the M2A3 (Bradley Fighting Vehicle) into the existing simulation architecture. Responsibilities included software development, systems administration for Linux and Solaris for Intel networks, and designing/implementing a Virtual I/O test tool

Professional accolades with Lockheed Martin Simulation, Training & Support

  • Galaxy Award 2004 – Team of the Year (Highest Business Unit Honor)
  • Spot Award 2004 – ITC M&S
  • Special Recognition Award 2003 – Homeland Security M&S
  • Certificate of Appreciation 2003 – BC2T
  • Certificate of Appreciation 2003 – Advanced Programs M&S
  • Spot Award 2002 – Independent Development of the “Matrix Panel” 

Career Long Relevant Experience

Team Leadership

  • Experience working and managing teams from 3 – 125 in size
  • Program / Project Management (experience from $5k to multi-Million)
  • Resource Management including Engineering Estimations and Scheduling
  • Contract / Collaboration Management (leveraging external teams)
  • Risk Assessment and Mitigation Planning (technical and non-technical)
  • Technical and Non-Technical Product Roadmap Development
  • Business Development
  • Sales Support / Marketing
  • Capture Management (contract / venture capital etc.)
  • Career Mentor (both collegiate and professional)

Publications with Lockheed Martin Simulation, Training & Support

  • Dr. Greg Harrison, David S. Maynard, and Dr. Eytan Pollak. 2004.
    “Automated Database and Schema-Based Data Interchange for Modeling and Simulation.”
    Appeared in the Proceedings of the 2004 Winter Simulation Conference, IEEE Press.

Presentation / Public Speaking (length ranging from minutes to multi-day events)

  • Served as the primary representative for video game technology in corporate settings, consistently showcasing advancements to a variety of stakeholders.
  • Conducted numerous technical and non-technical demonstrations for executive staff, government officials, customers, collaborators, and partners across all employers.
  • Represented Lockheed Martin in high-profile presentations to federal executives and organizations, including the US Department of Education, The Bill Gates Foundation, The Stupski Foundation, FBI, CIA, PEOSTRI, RDECOM, NAVAir, and the Department of Homeland Security.
  • Actively mentored and inspired students in STEM fields through public demonstrations and presentations to audiences from elementary school to college.

Languages & Storage / Interchange Protocols

  • Ant, Ada, Arena, C, C++, C#, Go, Java, JDOM, JNI, JSON, OpenGL, Open Inventor, MATLAB, Motif, Perl, Postscript, Protobuf,  Python, RESTful APIs (Server and Client), SQL, Visual Basic, VRML, X, XML

Databases / Database Applications

  • Microsoft Access, Microsoft SQL Server, Mongo, PostGres, Sun MySQL

Platforms

  • All Microsoft Windows Platforms, UNIX/Linux/Irix/AIX, Solaris for Intel, (32 bit & 64 bit for all applicable)

Tools (IDEs)

  • Bloodshed Dev C++, Borland C++, Builder Xcessory PRO, Code Warrior, Eclipse, GIT, GLUT, IntelliJ IDEA, JCreator, Microsoft Visual Studio, MonoDevelop, NetBeans, PowerAda, VS Code, WinCVS

Graphics Programming

  • Extensive experience in advanced graphics programming with old-school technologies, including 2D/3D rendering, texture animation, blur filtering, scene graph manipulation, parametric surface generation, particle systems, collision detection, and coding raw PostScript, with proficiency in OpenGL and Open Inventor.

Key Skills and Expertise

  • Advanced Artificial Intelligence: Expertise in bot programming, behavior files, machine learning and info-node technology.
  • Advanced Modeling & Simulation Design/Implementation: Expertise in designing and implementing advanced simulation models.
  • Advanced Object-Oriented Design and Programming: Mastery in object-oriented principles and programming techniques.
  • Advanced Socket & Packet Design/Implementation: Skilled in creating and managing complex socket and packet designs.
  • Augmented Reality: Proficient with MS HoloLens, Magic Leap, and other AR technologies.
  • Ballistics and Firearms Modeling: Comprehensive understanding of ballistic physics and firearms mechanics.
  • Complete Systems Administration: Full administration capabilities across multiple platforms.
  • Complex Makefiles in UNIX/Linux/Irix/AIX: Proficient in creating and managing makefiles in various UNIX environments.
  • Complex Network Model Design/Implementation: Expertise in designing and implementing complex network models; UDP, TCP, WebSockets, HTTP, HTTPS, FTP, SFTP, SCP, MQTT, AMQP etc.
  • Coordinate System Management: Skilled in managing and integrating complex coordinate systems; GCC, GDC, UTM etc.
  • Data Structure Design: Skilled in designing efficient data structures.
  • DIS (Distributed Interactive Simulation) Game Tech Bridges: Experienced in bridging game technologies using DIS protocols.
  • Discrete Event Simulation: Expertise in designing, implementing and managing large discrete event simulations.
  • Distributed Simulation Design and Implementation: Experienced in designing and implementing distributed simulations.
  • Enterprise Modeling: Skilled in modeling enterprise-level systems and processes.
  • Game Engine Design: Deep knowledge of game engine architecture and development.
  • GUI Design/Implementation: Proficient in Java and VB for GUI development.
  • Intelligent Agents: Expertise in developing intelligent agents using first-order predicate logic and genetic algorithms.
  • Interface Design/Implementation: Skilled in designing and implementing interfaces between COTS products and toolsets.
  • Load-Out Configuration Management: Efficient management of load-out configurations for various applications.
  • Mathematical Modeling: Proficient in creating and implementing complex mathematical models.
  • Message Queue Architectures and Infrastructures: Skilled with ActiveMQ, MQTT, RabbitMQ, and similar technologies.
  • Mission Planning: Expertise in strategic and tactical mission planning.
  • Output Management: Expertise in managing output processes and systems.
  • Physics Modeling: Proficient with Havok, Mathematical, ODE, PhysX, and other physics modeling technologies.
  • Process Simulation: Expertise in simulating complex processes via various Process Modeling techniques.
  • Register, Publish & Subscribe Event Management: Effective event management design and implementation using register, publish, and subscribe methods.
  • Resource Management: Skilled in efficient resource allocation and management.
  • Script Writing: Proficient in writing scripts for various applications.
  • Systems Integration: Comprehensive experience in integrating full simulation suites.
  • UNIX/Linux/Irix/AIX Shell Programming: Proficient in shell programming across multiple UNIX platforms.
  • Virtual Reality: Proficient with Oculus Rift, HTC Vive, and other VR technologies.

Game Engine Experience: All levels of use from Mods (Experimentation) to Full Source (Productization)

    Dates range from 1993 to present (listed alphabetically not in chronological order)

  • Battlefield 1942
  • Battlefield 2
  • C4 Engine
  • CryEngine 1.2 (Far Cry)
  • CryEngine 2 (Crysis)
  • Crystal Space
  • Delta 3D
  • Descent
  • Freespace
  • Godot
  • Half-Life (Counter Strike, Day of Defeat)
  • id Tech 1 (Doom, Doom II, Heretic, Hexen)
  • id Tech 2 (Quake 2, Action Quake 2, Heretic 2, SiN, Half-Life)
  • id Tech 3 (Quake 3, Return to Castle Wolfenstein, Soldier or Fortune II)
  • id Tech 4 (Doom 3, Quake 4)
  • Irrlicht
  • jMonkey Engine
  • Lithtech 1.0 (Shogo)
  • Lithtech 2.2 (No One Lives Forever)
  • Lithtech Talon (Aliens versus Predator 2)
  • Lithtech Jupiter (No One Lives Forever 2)
  • Lithtech Jupiter EX (Fear)
  • OGRE3D / MOGRE
  • OpenSceneGraph
  • Panda 3D
  • Quake 1 Engine
  • Rise of the Triad
  • Source Engine (Half-Life 2, CS:Source, Day of Defeat:Source)
  • Tom Clancy’s Rainbow Six
  • Tom Clancy’s Rainbow Six: Rogue Spear
  • Torque Game Engine (Tribes 2)
  • Torque Game Engine Advanced
  • Unity 3D
  • Unreal 1 (Unreal Tournament)
  • Unreal 2 (Unreal Tournament 2004)
  • Unreal 2.5 (Special R&D License)
  • Unreal 3
  • Unreal 4
  • Unreal 5

Game Tech Historian

  • Vast knowledge of Video Game History both via Technology Evolution and Pop Culture
  • Very active in remaining current on the state of the industry in all aspects of video game technologies / design patterns

Hardware

  • Building PC based computers from the component level
  • Extensive experience creating multi-boot OS systems
  • Extensive knowledge of current & upcoming hardware component releases