About Nick


An engineer-turned-designer, Nick has worked on games played by millions, including Call of Duty and PUBG.

Most recently at ZeniMax Online (ZOS), Nick was Accessibility Team Lead and Principal Tech Designer.

At ZOS, Nick was responsible for overseeing all features related to accessibility for an unreleased AAA MMORPG built with a new ECS-based engine from the ground up. This role brought Nick into tight collaboration with various teams, internal and external. Coordinating, designing, and diving into code all made up a typical day for him.

Prior to this role's creation, Nick's primary focus at ZOS was on Technical Design, where he established many best practices, processes, and procedures. Nick's implementation efforts were focused on scaling up various systems to withstand the needs of live-service, including technical feature ownership of narrative systems and pipelines as well as helping stand-up a new script environment similar to Blueprints.

Prior to ZOS, Nick was a Gameplay Engineer at Raven Software and PUBG Corp., where the games he worked on were often featured on bags of Doritos. His claim-to-fame was advocating for and implementing the ping system used in Call of Duty Modern Warfare and Warzone.

Fortunate to be making games throughout his life, Nick's passion for game development stems from a love of creation, collaboration, and empowering teams to do their best work.

Outside of games, Nick is passionate about Language, Lego, and Learning new things. He also adores spending time with his various pets: The cats, Jiggle Billy and Goob, as well as Leonard the bearded dragon.


Currently Playing: Hello Kitty Island Adventure, Like A Dragon: Infinite Wealth, Satisfactory, and Revolution Idle

All Time Favs: Dark Cloud, Katamari, Fallout 3/NV, Pokemon Snap, Timesplitters, Edith Finch, Harvest Moon, SOMA, Red Dead Redemption (1), and Conker's Bad Fur Day.

Yours truly! Certified by AbleGamers! My PlayStation Trophies!

Selected Professional Games I've Worked On


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ZeniMax Online MMORPG

Helped push a new IP from prototype to production. A lot of prototyping, polishing, and planning. It was really sick.

Highlights: Founded Accessibility Team, Owned Foundational Narrative Systems, and Helped Establish Tech Design Department.

Tech: New Custom ECS Engine w/ C++ and Bespoke Blueprint-like Visual Script

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PUBG: BattleGrounds

Helped Tech Director start a new engineering team at PUBG.

Highlights: New Vehicle and Gamemode variant.

Tech: Unreal Engine

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Call of Duty: Warzone

Owned large systems in shared engine.

Highlights: Ping System, BR Gamemode, and Data Analytics Instrumentation

Tech: Custom Engine w/ C++ and Text Script

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Call of Duty: Cold War

Early Engineering Owner of Player Movement.

Highlights: Swimming Traversal

Tech: Custom Engine w/ C++ and Text Script

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Call of Duty: Modern Warfare [2019]

Helped maintain parity between SP, MP, and Co-op in shared engine.

Highlights: Quest Objective System

Tech: Custom Engine w/ C++ and Text Script

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Call of Duty: Black Ops IIII

Worked on original co-op gameplay concepts.

Highlights: Equipment System and Sensor Dart

Tech: Custom Engine w/ C++ and Text Script

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Call of Duty: Online [China]

Made and maintained 10+ gamemodes, integrated modern engine features, and had a ton of fun.

Highlights: CoD's First BR Mode, Flying Monkeys, Crab Zombies, Reducing Live Service Server Errors by Tenfold

Tech: Custom Engine w/ C++ and Text Script

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Race The Sun tvOS

Helped port a prototype of popular indie title Race The Sun to tvOS/AppleTV.

Highlights: Working with tvOS' gyroscopic remote

Tech: Unity3D, tvOS SDK

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Monologue

Game made with another on a train from Chicago to SF!

Highlights: >100,000 plays. Featured at GDC, Gamejolt, and Offworld.

Tech: HTML5 Canvas and JS

Selected Personal Game Projects I've Worked On


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Lizards: Maximum Capacity

Game made with a small group on a (different) train from Chicago to SF!

Highlights: Tried something new here and did only art and design - with no internet and no mouse!

Tech: Blender, HTML5 Canvas and JS

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LookUp

A small narrative focused twine inspired by childhood.

Highlights: Made some folks cry.

Tech: Twine 1.4.2

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Age of Empires II HD Map: Team Rivers 2v2

I built a mildly popular map in one of the best games of all time.

Highlights: Featured on front page of Steam Workshop!

Tech: AOEII Map Editor

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Minecraft Overhaul Mod

Mod for Minecraft made with a small group. I specifically added enhanced farming and pizza systems.

Highlights: Creative solutions to race conditions!

Tech: Java (Decompiled engine source)

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Sushi Sensei

Small game to help practice verb conjugations for Spanish, German, and Japanese.

Highlights: Made with a small group in 36 hours at my first Hackathon back in 2012!

Tech: C#, XNA

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Moshball

Partner project for Computer Graphics course at Uni. A basic "moshing" game with balls and physics!

Highlights: Helped my excellent partner discover a bug in Nvidia's driver related to passing structs down to the GPU. Also Gooch Shading!

Tech: C++, box2d

Selected Non-Game Projects I've Worked On


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Mobile Learning Incubator

Helped start two open source iOS projects: an Audio Visualizer and Cropping tool and a Plant Identification app.

Highlights: Our Plant ID app was used by hundreds of students in a course at UW-Madison.

Tech: Objective C, Bash, ImageMagick

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Horton The Plant

Brought a plant to life at hackMIT 2013. Horton tweets how he's feeling based on various sensor and weather data.

Highlights: Featured in the Boston Globe Newspaper!

Tech: Java, Carambola Microcontroller, ATwitter, Twilio, and Wunderground APIs

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Interactive Dance Environment (IDE)

Translated real life dance moves and hand gestures to Python code.

Highlights: Won 2nd Place Overall and the Namecheap Award at BoilerMake2014. Featured in a MLH Video!

Tech: C#, Unity3D, Kinect SDKs, Leap Motion SDKs Python

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Amazon.com (AWS)

Interned at AWS and made a Large scale data pipeline and analysis tool that was more accurate than leading competitors.

Highlights: Lived in Seattle for a Summer!

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txtdate Date Predictor

Small program made at a hackathon in 2013(?) to predict when English novels were written. Uses Naive Bayes and Google ngrams.

Highlights: Learned that specific versions of the Bible can really skew your data.

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Project Euler

I used to practice math and programming in Go with Project Euler questions.

Selected Community Involvement


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Wisconsin Games Alliance Board of Directors

WGA is a local network of game professionals and regional economic agencies with the shared mission of promoting Wisconsin as a premier site for game development.

Elected to the Board of Directors in 2026.

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MDEV '24 & '25 Speaker

Speaker at the largest game development conference in the US outside of California.

2025: More Than Pretty Buttons: Learn The Language Of UI/UX

2024: Leveling Up Player Engagement: Crucial UI/UX Strategies

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Mentor for Uni Game Programs

Mentor and advise teams of students creating their senior capstone game project.

Currently helping out at UW Stout and UC Irvine