Previously responsible for writing and teaching courses across a variety of software engineering topics.

Developed courses in Full-stack web development (HTML, CSS, JS, Node.js, React, Heroku, SQL, noSQL, etc), 3d programming with C# and Unity, tech art and optimization with Unreal engine, VR development with Unreal 4 (UE4) and game design concepts in various engines.

Tech Art

Wrote and taught a course on technical art focusing on optimization in Unreal Engine 4 (UE4). This is a course I designed and to my knowledge was one of the first in the country.

Unreal Engine 4 (UE4), asset optimization, LODs, HLODs, Proxy LODs, cubemap reflections, lighting/shadows, level streaming, asset loading, platform target specs, etc.

2d & 3d Interactive Media

Co-wrote and taught course on programming 2d & 3d interactive media with C# and Unity.

C#, Unity, gameplay scripting, random generation, trigonometry, vector math, collision detection, basic physics and forces, autonomous agents, obstacle avoidance.

Full-stack development

Wrote and taught several courses on full-stack development using Node.js, React, Javascript/Typescript.

Node.js, react, MongoDB, Javascript (JS), typescript (TS), HTML, CSS, canvas, packaging, git, DNS, HTTP servers, sessions, databases, MVC, MVVM, templates, REST, server performance, unit testing, build tools, deployment, continuous integration.

Real-time communication

Wrote and taught a course on real-time communication using UDP, TCP and Websockets.

UDP, TCP, Websockets, client-hosted games, dedicated server-hosted games, thread-based servers, event-based servers, database, caching, real-time communication (near real-time), runtime storage, persistant storage, remote procedure calls (RPC), data syncing.

C++ Intro

Taught course on introduction to C++ programming & concepts.

C++, classes, arrays, C-strings, pointers, inheritance, templates, singletons, etc.

Game design & development

Co-wrote and taught classes on game design and development concepts.

Genres, game taxonomy, demographics, constraints, mechanics, aesthetics, narrative, techology, game worlds, transmedia intellectual property, interfaces, interation, playtesting, measuring fun, business models, platforms, distribution.