I build the virtual worlds that prove autonomous vehicles are ready.
At Forterra, I design and run simulation scenarios that test autonomous ground vehicles for commercial and defense use. Before that I spent 10+ years building Unreal and Unity training: U.S. Air Force XR at Mass Virtual, and U.S. Navy and commercial airline courseware at Cubic. I'm also a Marine Corps veteran.
Navy training levels built for Littoral Combat Ship crews
fewer lost training hours with Virtual Hangar XR
less real aircraft time needed for maintenance training
shipping simulation in Unreal Engine and Unity
Selected work
Each project lists the client, my role, the stack and what changed because of it.
Autonomous Vehicle Simulation Testing
I build virtual test scenarios and environments that check how Forterra's autonomy software behaves, with tests across many of Forterra's real vehicles. I validate requirements against real-world metrics, dig through run data to find defects, report issues to the development teams, and automate verification reports so developers get answers faster.
- Client
- Forterra (commercial & defense autonomy)
- Role
- Senior Test Engineer, Simulation & Autonomy
- Engine
- Custom simulation engine built on CARLA / Unreal
Virtual Hangar™ XR Aircraft Training
Shared VR hangar where Air Force maintainers practice procedures on virtual aircraft. I turned maintenance tasks into step-by-step VR modules with subject-matter experts and tested them with instructors and students.
Littoral Combat Ship Courseware
Immersive Unreal Engine 4 training for LCS engineering crews, from system alignments to casualty control, including multiplayer watch-team training. Lessons build from guided practice to unguided performance.
Commercial Airline Training
Scenario-based training on iOS, Android and PC for cabin crew, ground crew and pilots. I designed the interactions, UI and assessment mini-games, and worked with airline experts so every step matched real procedures.
- Modules
- Cabin door operations · Tire inspection · Preflight & in-flight checks
- Platforms
- iOS, Android, PC
Leading a simulation team
As Senior Technical Designer Manager I led design, art, animation, audio and engineering on PC and mobile training. I set scope and milestones, flagged risks early, ran reviews and capacity planning, and tightened hand-offs between disciplines.
- Team
- Design, art, animation, audio, engineering
- Process
- Agile / Scrum, Kanban, Jira, Confluence
Experience
Full résumé- Jan 2026 – nowSenior Test Engineer, Simulation & AutonomyForterra
Simulation scenarios, requirements validation, defect analysis and automated reporting for autonomous ground vehicles.
- 2023 – 2026Technical Level Designer IIIMass Virtual
Unity XR training modules for the U.S. Air Force, from prototype to production. Mentored junior designers.
- 2022 – 2023Senior Technical Designer ManagerCubic
Led a multidisciplinary team building PC and mobile simulation training.
- 2015 – 2022Associate → Senior Technical DesignerCubic
Navy LCS and commercial airline courseware in Unreal Engine 4. Reusable Blueprint templates and simulation state machines.
- 2014B.S. Game DesignFull Sail University
- 2008 – 2013Civil Affairs SpecialistU.S. Marine Corps
Civil-military operations and multi-unit mission planning.
Toolkit
Design on the side
Systems design outside of work: a published card game and two design documents.

Adapt: The Card Game
Survival card game for 2–6 players with hidden relics and social deduction. I owned core mechanics and balance: about 50 cards and 20+ playtest rounds.
See the game →At the First Light
Asymmetric multiplayer horror concept: three killer and three survivor classes, destructible resource depots and 15-minute matches.
Read the GDD →Multiplayer FPS elevator
Blueprint feature design covering capacity limits, state machines, cross-floor calls and a hackable sabotage mechanic, with designer-tunable parameters.
Read the spec →