Work History

Work History
Photo by Jonathan Kemper / Unsplash

My Current Role

Director of Technology for Inside Rx

Inside Rx is incubated as a subsidiary running out of Express Scripts and owned by Cigna. Inside Rx's mission is to provide reliable and affordable access to medication for those in the most need, through substantial discounts through its savings card.

The technology operations for Inside Rx are wholly separate and developed with a startup mindset. Intentionally built for speed and to scale without the legacy enterprise baggage. This freedom and my leadership have earned us the business of some of the largest companies in the country, including Amazon and Walgreens.

As the Director of Technology, I am responsible for all the technology of a startup, and the engineering teams that support the business. Being the technical founder of Inside Rx, I have created and matured our development practices from cradle to their current high-performing state.  While I continue to wear multiple hats, my role continues to change as we continue to mature and evolve.

Previous Roles

Senior Developer for Workrise (formerly RigUp)

I did a short stint at a startup that is changing the oil and gas industry. I built an optimizations platform allowing RigUp to test features with select clients before a global rollout. I also worked on improving the user experience of the product by showing inconsistencies and a constant invention of new code to support inconsistent design. While my time with the company was limited, it was impactful. I ultimately left because of the commute.

Senior Solution Architect for General Motors

Oversaw the solution design and development powering the next generation of CMS platform. I managed the technical relationship with many outside design agencies around the global brand sites for GM.

The work I did laid the groundwork for a multi-year effort to modernize all brand sites for General Motors outside of Asia. The change in architecture solved many pain points for the recently bailed-out company struggling with technology. The migration saw an improvement in the development team's practices, increasing the speed of delivery.

I also oversaw the change in the working relationship with the agencies that support GM. This increased the overall accountability, but also evaluating the end product with collaboration by bringing additional expertise and perspectives. The mindset shifted from delivery to craftmanship and ownership.

Senior Developer for Army Research Labs

The job was mostly cowboy contract development. I worked on a variety of internal tools and web properties, including analytics trackers, custom calendars, WebGL-powered apps, and more. While they are all technically in the public domain, they are protected by certain clearance levels and need to know. I can't go into more details.

In a Past Life

Game Designer & Producer at Method Solutions

I was a designer and producer over a Facebook game during the social games crazy. Zynga had runaway success with Farmville, and the studio I worked for wanted to make a 3D mall management version.

The company used a plugin similar to Flash to allow for 3D-powered experiences similar to a computer game. While the technology ultimately died out, and the game was not a success, it was an interesting experience.

I ultimately left because the management was abusive. Without a job lined up, I ultimately left the game industry shortly after this experience.

World Designer and Quest Scripter for Bioware

My time at BioWare was limited to one year, with how EA handles contractors. So I was not part of the company when the game finally hit store shelves. But I did see much of the development of Star Wars: The Old Republic, an MMO set 5,000 years before the movies.

My job was very not what I expected it to be. I spent the bulk of a week playtesting a previously built planet and class. Then I would document my findings of bugs, fixes, changes, etc, and review them with the others in my group doing the same thing. We would then spend another week making those changes, before moving onto the next area.

We were able to give feedback and support on everything from sound, special effects, combat, and quest design. Much of the polish in the early game was because of the efforts of this team I was on.

One notable thing I did was convince a programmer to go rough and allow me to shoot a console, or slash it with a lightsaber as an interactive animation. Many of my key quests and complex scripted additions remained. These were some of the most memorable by users early on.

Expansion Lead for CrunchTime Games

My internship with CrunchTime was one of the biggest highlights of my tenor in the game industry. While the expansion I worked on for Shred Nebula, never saw the light of day. It was a blast to lead and build. And the studio head, James Goddard, had enough confidence and trust in my ability to do that. My time here was truly significant in changing the way I work and lead. This was the most instrumental role in helping me find my voice and drive change.