During my time at Video Gaming Technologies, I worked on several products, primarily as a feature dev, maintenance engineer, and engineering support for field issues.

I worked on their Class II slot game portfolio including popular titles such as:

Some notable examples of projects I completed on these titles:

  • Bug fixes on visual behavior, network communication, accounting, and performance issues
  • Prototyped novel approaches to add features to a game with a hardware stack that did not have sufficient CPU and memory resources available to support complex new features
  • A server self-diagnostic utility to troubleshoot common issues quickly and simultaneously to save downtime and labor costs
  • An interface test bed for a new game platform (XSpin) to increase development efficiency
  • UI/UX improvements

Many of these games used–and evolved through–technologies including:

  • DOS/4GW, Watcom, Miles, COM+, and other DOS-era game-dev libraries
  • Microsoft .NET, C++, C#
  • Shockwave, Flash, and ActionScript 2 and 3
  • Python
  • Unity

I worked there as a Software Engineer for for approximately 8 years, gaining seniority and taking on lead roles with my teams, and was eventually promoted to Engineering Manager, responsible for my former team, plus two other full-stack development teams, and entirely responsible for the maintenance of the legacy game platform, development porting some games to a new platform, and field support. I have been leading development teams ever since.

In that time, I’ve learned a lot of new skills and technologies, as well as industry-specific knowledge. Some notable examples:

  • Python – New automated test frameworks were written in Python, and I selected Python to be the basis of a new server self-diagnostic utility, leading to it becoming my default choice for fast prototyping, web scripting, IDE scripting, and even some game development!
  • Gaming Regulation, Software Lab Certification, managing jurisdiction differences in software and configuration in Class II and Class III environments
  • SQL – Game backend is heavily SQL-based, and I even wrote an entire SDG Backend Simulator in SQL
  • Networking and Communications – Troubleshooting casino backend and frontend communications, and developing on such a closed-network multiplayer system required learning protocol-level network analysis and infrastructure management
  • Video and Mechanical Slot Game history, game design, system design, and industry trends

Let me put this experience and knowledge to use for you!

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