Engineering leader with 12 years building teams and the infrastructure they run on. Co-founded Muxy, shipped developer tooling used across Twitch, and served as CTO at a payments fintech. Comfortable managing distributed teams, owning CI/CD end-to-end, and writing code when it matters.
Created as a convenience wrapper around Twitch's frontend library for Extension development and to act as a bridge to Muxy's own backend services. Focused strongly on developer experience and ease-of-use while exposing considerable backend power accessible for non-web developers.
Architected and implemented a full pipeline of libraries and software to allow game developers to easily add Twitch viewer interactivity to their games. This consists of an open source Unity plugin for sending data and receiving events, a robust backend for processing massive data throughput, and a released Twitch extension frontend to display game data and initiate user actions. This allowed game developers to create a full experience without any web development knowledge.
A live extension that pulled data from the Overwatch servers during live matches and showed the results to viewers. It also allowed viewers to vote for an MVP and fight for space on a leaderboard by predicting outcomes correctly. There were significant technical hurdles to handle the viewership scale — ~100k sustained for several hours — and to make sure not to spoil outcomes prematurely.
Contracted by Twitch to build a trivia extension for a New Year's Eve event hosted by Ninja. The timeline was incredibly short — first notified December 13th — and pre-event load testing had to handle 1 million simultaneous requests. The event was fun and watching people use and enjoy the extension was incredibly rewarding.
Worked with Bethesda on the launch of Rage 2. We created a web app version of the mini-game players must complete in-game to revive themselves after dying, then hooked it up to the game so streamers' viewers could feed player health back into the game whenever they died.
It required a lot of communication and timing between the game and viewers' browsers, but the end result was super fun.