Professional

Strengths
React, Typescript, and Next.js
CI/CD with GitHub Actions
AWS Serverless
Node.js and GoLang APIs
Agile and Kanban
ES6, Webpack, and Rollup
SASS and CSS-Modules
Monorepo configuration
Jest, Cypress, and Percy.io testing
Headless Content Management Systems (CMS)
Bootstrap v5 design system
Resume
Resume

Skills

React
Typescript / Javascript
HTML / CSS / SCSS
Node.js
NX Monorepo
Angular
GoLang
DynamoDB
C# / .NET
Java
SQL

Visual Studio
Visual Studio Code
Eclipse
Webstorm

Jest
Cypress
Percy.io
NUnit
FitNesse

GitHub / Actions
Serverless
Terraform
CircleCI
Gitlab Runners
TeamCity

S3
CloudFront
API Gateway
Lambda
EC2
Route53
ECS
ACM
WAF & Shield
Secrets Manager
IAM
VPC

npm
Gitlab
GitHub
nuget / JFrog Artifactory
TFS
SVN (Tortoise)

MacOS
Windows
Splunk / ITSI
Server Administration
Active Directory
Linux
SSH
Powershell
ELK Stack

Red Teaming
Cobalt Strike
Jack The Ripper
Burp Suite

Projects

Enterprise Web Development

Worked in a professional capacity to develop and maintain multiple enterprise web applications. The full-stack role involved all steps of development, including:

  • Cross-team UI/UX design feedback
  • Headless content management design and modeling
  • Monorepo configuration with automated Serverless lambda deployments
  • Trunk-based application and library development with React, Typescript and SCSS modules.
  • Bootstrap design system
  • GitHub actions CI/CD automation workflows (build, test, lint, deploy) with quality standards such as Husky and Commitlint
  • Cross-team Agile processes, such as Kanban
  • GoLang and Node.js AWS Lambda Serverless functions
Black Friday

Black Friday was a game dreamt up during an introductory computer game architecture and design class at Cornell. The team, self-dubbed Arrogant Bandit, consisted of 6 members.

My role in the project was team lead. Responsibilities included facilitating communication, meetings, and ideas. Most of the work that I did revolved around implementing A* pathfinding for the game's NPCs, and honing my time-management skills to keep the team on track. The game was originally created for Windows using the Microsoft XNA Framework (C#) and Farseer physics. It won the 'Audience Favorite' award at the Cornell yearly game showcase.

Project Apollo

Project Apollo was created in the successive game design class at Cornell. The team also consisted of 6 members under the name 'Salty Enchilada'.

I was the lead developer on this project, responsible for much of the technical implementation. I worked mainly with the designer to create an intuitive and smooth UI/UX experience via menu navigation, progression, difficulty, and level design. I was also responsible for delegating assignments to the other 3 developers, checking progress, and overall utilizing time-management skills to keep us on track. The game was created using Cocos2D-X and is solely available for iOS devices. Apollo won the 'Most Polished Game' award at the Cornell yearly game showcase.

Cloud Microservices

Migrating a .NET 4.0 web-service hosted on static physical and virtual servers, to a cloud microservices environment. I worked from the ground up to research and investigate various cloud providers, CI/CD processes, and Docker / VCS integrations. I created financial projections and capabilities comparisons of each topic, as well as estimates for projected impact and time savings. Afterwards, I was responsible for creating a base framework in Node.js using Gitlab CI/CD, Docker, and AWS to transform our monolithic endpoints into cloud-aware, globally load-balanced, auto-scaling microservices.

cloud architecture
CI/CD Pipelines

CI/CD, DevOps, and Automation are some of my hobbies when working in a professional setting. Specifically, automating build, test, and deploy pipelines for different kinds of applications. I've learned that even a small change can lead to large time savings in the long run. I created a pipeline for build/test/deploy of cloud microservices, and a build, test, notify pipeline for a .NET application. The microservices solution, once implemented, saved ~20 minutes per deploy to the AWS cloud, creating a simple button click for deployments. This created a ~ %24,000 efficiency increase for engineers doing deployments for individual microservices, or full application deploys. The build, test, notify pipeline create a ~ %6,000 time savings for the quality assurance process. Both cases ensured consistent results and minimized the capacity for user error.

ci cd