Education
- B.A., Music Composition for Film, Television, and Games (summa cum laude), Berklee College of Music
- Advanced Professional Certificate, Orchestration for Film and TV, Berklee College of Music
- Professional Certificate, Composing and Producing Electronic Music, Berklee College of Music
- Professional Certificate, Music Theory and Composition, 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 — 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, and more
- Film and TV Scoring Techniques — adaptive music, atmospheres, cue layering, diegetic and non-diegetic music, electronic elements integration, harmonic tension and release, hit points, hybrid scoring, leitmotif, Mickey Mousing, motif variation, orchestration, ostinato, sound design integration, syncopation, tempo mapping, thematic development, underscoring, and more
- 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
- Video Game Music Composition Techniques — 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, and more
- World Music Composition Techniques — 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, and more
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 (incl. custom scripting)
- Logic Pro X
- Notion (Notation Software)
- PreSonus Studio One
- Sampling libraries (East West, Spitfire Audio, VSL, etc.)
- Sibelius (Notation Software)
- Sound Forge
- VSTi / DXi plug-ins (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 interfaces
- Ernie Ball MusicMan Stingray bass guitars
- General MIDI (MIDI programming)
- Modular synthesizers (Behringer, Moog, Mutable Instruments)
- Keyboards / synthesizers (Behringer, Moog, Roland, Yamaha)
- Push 2
- Roland VS-2480 24-track digital studio workstation
- Schecter guitars (6 & 7 string) and bass guitars (4 & 5 string)
- Steinberger bass guitars
- Amplifiers / preamps (Trace Elliott, Blue Tube)
Experience — Computer Science
Entrepreneur & Startup Founder
- Co-Founder of Solar Havoc Industries LLC
- Co-Founder and Chief Technology Officer of Synaptic Sparks Inc. (licensed 501c3 nonprofit)
Previous Employment
Vertex Solutions LLC
Vice President of Technology
- Served as the executive responsible for corporate technology decisions, including global strategies for international continuity and competitive market penetration.
- Conducted trade studies, architectural design, and prototyping to determine optimal paths for internal IP development versus external licensing or acquisition
- Oversaw a portfolio of next-generation internally developed intellectual property initiatives
- Managed subcontractor deliverables and statements of work to ensure alignment with strategic goals
- Led an advanced AI and data-analytics initiative to drive real-time, multi-domain training analysis across joint operational environments, enabling next-gen decision support and adaptive scenario evolution
- Led a multinational Integrated Product Team (US/UK/Australia) supporting a major UK Government contract via BAE Systems, delivering high-fidelity MR/XR electronic warfare flight simulators for a next-generation training center in Saudi Arabia
- Authored a high volume of whitepapers on bleeding-edge simulation technologies, tailored for delivery across multiple U.S. and foreign Government stakeholders and initiatives
- Served as a strategic advisor to corporate ownership, trusted for driving vision, growth, and long-term value creation
Cole Engineering Services Inc.
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
- Led several development teams across various R&D projects
- Led a development team as 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 gameplay, level design, story, assessment, audio, voice recording, and environmental elements for applications on the EDGE platform (a Massively Multiplayer Framework built with the Unreal 3.0 Game Engine)
- Led strategic IR&D projects in corporate innovation
- Supported strategic business solutions
- Assisted CESI leadership with marketing, branding, and multimedia production
Lockheed Martin Global Training and Logistics
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 team designing, implementing, and supporting projects, programs, and R&D efforts using a wide range of commercial and custom video game technologies
- Active member of the corporate Video Game Technologies experts group, including Virtual World Labs, covering AI, COTS game engines, custom engine design, MMOA, mod kits, network infrastructures, physics, and scripting. The in-house engine "UltiSim" was featured at 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 the technical design and implementation of a NASA/US Air Force initiative integrating internal and COTS toolsets to discover new training mechanisms — featured at I/ITSEC 2007
Professional accolades
- 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
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 focused 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 demonstrated the integration of video game technologies into a distributed simulation suite of legacy Link simulators, including a correlated faux Iraq city, an integrated DIS multiplayer layer, and an extraction sequence using an FSXXI UH-60 simulator — featured at I/ITSEC 2005
- Part of the team that demonstrated web-enabled technologies integrated into a distributed simulation suite of legacy Link simulators, including packaging/distribution of DIS packets via the web and creation of DIS entities via Internet Explorer — featured at I/ITSEC 2004
Professional accolades
- Outstanding Achievement 2005 — Development, Integration, and Demonstration for I/ITSEC 2005 Conference Exhibits
- Outstanding Achievement 2004 — Development, Setup, and Support of I/ITSEC 2004 Conference Exhibits
Lockheed Martin Simulation, Training & Support
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), later designated CORE-t (Command Operational Readiness Trainer) for the UK — featured at I/ITSEC 2003
- Created and self-managed "Lifeforms," a Core IR&D proof-of-concept prototype inserting 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
Professional accolades
- 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 to 125 in size
- Program / project management, from $5k to multi-million-dollar budgets
- Resource management, including engineering estimation 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
Dr. Greg Harrison, David S. Maynard, and Dr. Eytan Pollak, 2004. "Automated Database and Schema-Based Data Interchange for Modeling and Simulation." Proceedings of the 2004 Winter Simulation Conference, IEEE Press.
Presentation / Public Speaking
- 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
- Mentored and inspired students in STEM fields through public demonstrations and presentations to audiences from elementary school through 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 & client)
- SQL
- Visual Basic
- VRML
- X
- XML
Databases / Database Applications
- Microsoft Access
- Microsoft SQL Server
- MongoDB
- PostgreSQL
- Sun MySQL
Platforms
All Microsoft Windows platforms; UNIX / Linux / Irix / AIX; Solaris for Intel (32-bit & 64-bit where 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, including 2D/3D rendering, texture animation, blur filtering, scene graph manipulation, parametric surface generation, particle systems, collision detection, and raw PostScript coding, with proficiency in OpenGL and Open Inventor.
Key Skills and Expertise
- Advanced Artificial Intelligence: bot programming, behavior files, machine learning, and info-node technology
- Advanced Modeling & Simulation Design/Implementation: designing and implementing advanced simulation models
- Advanced Object-Oriented Design and Programming: mastery of OO principles and techniques
- Advanced Socket & Packet Design/Implementation: complex socket and packet designs
- Augmented Reality: MS HoloLens, Magic Leap, and other AR technologies
- Ballistics and Firearms Modeling: ballistic physics and firearms mechanics
- Complete Systems Administration: full administration across multiple platforms
- Complex Makefiles in UNIX/Linux/Irix/AIX
- Complex Network Model Design/Implementation: UDP, TCP, WebSockets, HTTP, HTTPS, FTP, SFTP, SCP, MQTT, AMQP, etc.
- Coordinate System Management: GCC, GDC, UTM, etc.
- Data Structure Design
- DIS Game Tech Bridges: bridging game technologies using Distributed Interactive Simulation protocols
- Discrete Event Simulation: designing, implementing, and managing large simulations
- Distributed Simulation Design and Implementation
- Enterprise Modeling
- Game Engine Design
- GUI Design/Implementation: Java and VB
- Intelligent Agents: first-order predicate logic and genetic algorithms
- Interface Design/Implementation: between COTS products and toolsets
- Load-Out Configuration Management
- Mathematical Modeling
- Message Queue Architectures: ActiveMQ, MQTT, RabbitMQ, and similar
- Mission Planning
- Output Management
- Physics Modeling: Havok, ODE, PhysX, and other technologies
- Process Simulation
- Register, Publish & Subscribe Event Management
- Resource Management
- Script Writing
- Systems Integration: full simulation suites
- UNIX/Linux/Irix/AIX Shell Programming
- Virtual Reality: 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 chronologically).
- 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 of 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 (F.E.A.R.)
- 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 through technology evolution and pop culture
- Actively stays current on the state of the industry across all aspects of video game technology and 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