
New Relic
Engineering Manager, New Relic
- present
Remote
I'm excited to be starting this new role! Stay tuned.
I’ve spent 15 years building public-sector technology and video game live services. I work best on complex systems that need clearer architecture, more reliable delivery, and better tools for the people who build and operate them. I’ve grown from engineer to technical lead to engineering manager while staying close to the technical work.
😸 Usually accompanied by a cat.

- present
Remote
I'm excited to be starting this new role! Stay tuned.

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Rockville, MD
As an engineering manager for Bethesda.net, I led a team of 14 engineers responsible for the platform’s Accounts, Commerce, Entitlements, Event Logging, Administrative Tools, and Social systems. I was accountable for the team’s delivery, operational support, health, and readiness for global game launches and regulatory requirements.
One of the most significant programs I led introduced legal age-signal enforcement across the platform. The work enabled Bethesda.net to collect age signals and apply the appropriate data and access controls in accordance with international laws and regulations.
I helped lead the program from early definition through delivery. I contributed to the functional and technical specifications, guided the teams through design and implementation, and pushed for a layered, composable approach that could work across the existing suite of platform services. I also shifted the delivery model toward smaller, outcome-oriented vertical slices, giving engineers more room to make technical decisions as the work progressed.
We delivered the program on schedule and within budget, with strong stakeholder support. The resulting systems now process and enforce age signals during login and across platform requests.
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Rockville, MD
The Admin Tools team was created to bring consistency to how teams managed Bethesda.net platform services. Before the project, each service used a different administrative approach, ranging from custom UIs and APIs to direct database access. As the team lead, I was responsible for creating a standardized system that made it easier for internal teams and studio partners to manage services and configure game integrations.
I led a team of four engineers in designing and building a shared access-control language, enforcing authorization decisions at the edge, and creating a pluggable web application for administrative tools. The platform handled common concerns such as identity, access control, auditing, environment segregation, and product identification, while allowing individual service teams to build and maintain interfaces for their own systems.
This separation of responsibilities gave service teams control over their administrative workflows without requiring them to rebuild the same foundational capabilities. It also established a common technology stack and a more consistent experience across the platform.
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Hunt Valley, MD
I joined Bethesda.net as an engineer on the web team, where I helped migrate the public website from a static content system to a React application backed by a headless CMS. I later became the lead for a squad focused on marketing and community initiatives, site performance, and public content discoverability.
Ahead of a major game launch, I moved to the Platform Reliability Team (PRT). There, I built an ephemeral load-testing platform running on AWS Elastic Container Service (ECS) that let engineers schedule isolated tests through Slack and automatically receive reports when they completed.
Teams used the platform to identify several performance bottlenecks before launch. We then addressed those issues to improve the platform’s readiness for launch-scale traffic.