Microsoft
I joined Microsoft’s gaming organization because I was excited to work on features that help developers launch games at scale. Before this, I focused on building engine parts that let game programmers and designers bring their ideas to life, one game at a time. It was hard to turn down the chance to write code that supports so many games on Xbox and Windows.
On the input team, one of my chief responsibilities has been to transform GameInput into a more modern and accessible API. One of the most interesting challenges for me has been preserving compatibility with existing games during the extensive re-architecture process. I needed to implement support for new input hardware capabilities and improve cross-platform support, while also greatly simplifying the design to make it easier for others to contribute features. In addition to being the architect of the new design, my responsibilities have included mentoring new developers, working with external partners, and managing many details of release management and planning.
The input space on Windows (and by extension, Xbox) is broad and complex. My other efforts have involved working on controller firmware and driver support for new controller features, owning the entire stack from game to device.
As a member of the platform team, I designed and built game platform APIs used on Windows and Xbox consoles. These APIs help games interact with the operating system and handle tasks like managing display settings (including HDR and DolbyVision), tracking in-game users and controllers, and letting games switch between processes.
I was also responsible for creating and maintaining tests for these APIs, and for helping external developers solve problems on our platforms. Often, I had to troubleshoot issues without access to game code or a way to reproduce the problem, which taught me how to quickly find practical solutions.