Since 2015, I’ve had the opportunity to hold the CTO position at Harmonix Music Systems. I’ve focused on a few main goals over that time:
I was the programmer on the initial DropMix team before our partnership with Hasbro. We spent just under a year developing prototypes of our music-mixing card game to flesh out the concept and make a compelling publisher pitch for the technology.
Around 2013 I began slowly porting our engine and toolchain to iOS and OS X in my free time, learning a tremendous amount about engine development and low-level programming in the process. Porting our DirectX 11 renderer to Metal was a feet-to-the-fire learning experience in graphics programming, which I now consider to be a strong part of my skill set. This process culminated in an appearance in the 2015 Apple announcement event for the Apple TV, in which I demoed Beat Sports on Apple’s newly-announced hardware—an incredible experience and a cap on a few of the most demanding months of my life.
From 2011 to 2014, I was the Lead Programmer on Fantasia: Music Evolved, a collaboration with Disney based on the classic film. Working with a company like Disney was immensely difficult, but I learned some valuable lessons during this time period, and ultimately we shipped a beautiful, ambitious product that gave the player more creative agency than any title of ours previous. The development team grew to as large as ~90 by the time we finished. I had the opportinuty to give multiple presentations about our work on Fantasia at SIGGRAPH 2014.