About Jared
Jared is a motivated Game Developer who enjoys working with creative people to craft exceptional game experiences.
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He enjoys both creating games and playing a wide variety of them. Some favorites include Dwarf Fortress, Elden Ring, Baulders Gate 3, Factorio, Terraria, DS3, Total War: Warhammer, Old School Runescape, Skyrim, Vermintide, Dragon's Dogma, and many many more.
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In his spare time, you can find Jared enjoying tinkering on personal projects, 3D printing, Golfing, and socializing online.
Education
2014 - 2019
Bachelors in Computer Information Systems.
Okanagan College
Okanagan College's BCIS degree focuses on developing practical/applied programming skills while keeping the mathematics from typical computer science degrees.
Work History
Apr 2019 - May 2024 (5 yrs 2 mos)
Gameplay/Principal Programmer
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Space Bullet Dynamics Corporation (SBDC)
Jared began work with SBDC as a junior gameplay programmer on Vox Machinae. Initially, his role was to work with mission logic components, where he quickly grew to writing those components and then game modes.
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Later on, Jared would go on to write larger networked gameplay features, refining art pipelines, and porting the game code and it's dependencies to android systems.
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In his final 2 years he would publish 4 major content updates as the principal programmer to Steam, Meta Quest, Oculus, and Viveport.
Aug 2018 - Feb 2019 (7 mos)
Software Developer
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Saturn Animation
After a fruitful internship with Saturn Animation, Jared would go on to work as a part time software developer whilst studying at Okanagan College.
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The project he worked on is under ND/A, however it featured a mix of augmented reality, social media, and geo locational data.
Hard Skills
C#
C/C++
Python
Unity
Unreal
Network Programming
Optimization and Profiling
Jenkins
Subversion/Git
Software/Tools
Primary programming language used when writing game code.
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Programming language, commonly used when writing native code for C# game code to access system features.
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Primary use case was in pipeline tooling and automation.
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Game engine used professionally for 6+ years.
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Engine of choice for side projects.
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All Vox Machinae features were required to be multiplayer/network ready.
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FPS targets of 90 PCVR and 72 Quest.
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Build automation system.
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Versioning tools. SVN for Vox, git for everything else.
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Blender, ZBrush Core, BasisU, Compression Tools, flite, Steamworks, Wwise, .Net, xsi/Softimage, PhysX, Zlib.