I create experiences for PINK Nation.
MVP Super Fan is an experience that encourages the PINK girl to establish a 10-day streak by interacting with the module for a consecutive ten days. The module sends her an offer redemption upon achieving MVP status.
Candy Crush-style game that rewards the top 10 players each week with gift cards.
This is a refresh and consolidation of the previous years' Campus Rep pages. 2018 involves integration with Curalate.
The Wear Everywhere Memory Game was a native mobile app that ran for 30 days. The user would create six matches from 12 card to complete the board. I developed the backend API for syncing app state and submit completed boards. Completed boards had a chance of winning a $49 electronic gift card based on configurable odds and rate-per-day distribution of gift cards.
This experience launched alongside Memorial Day to kick-off the Summer season. I constructed an API for a native mobile app experience to collect entries across a timespan to award gift cards to a select number of winners.
The 5th of May had a one-day experience where users could try to win electronic gift cards by breaking a pinata.
The Campus Recruitment Scheduler is a CRM tool inspired by Apple's Genius Bar appointment scheduler. Girls who were identified has potential candidates would be emailed special links where she could book a time slot for her Skype based interview. At the end, the candidate would receive an email confirming her scheduled slot and have the ability to add the appointment to her calendaring program.
The Campus Recruitment Scheduler is a CRM tool inspired by Apple's Genius Bar appointment scheduler. Girls who were identified has potential candidates would be emailed special links where she could book a time slot for her Skype based interview. At the end, the candidate would receive an email confirming her scheduled slot and have the ability to add the appointment to her calendaring program.
The Campus Recruitment Scheduler is a CRM tool inspired by Apple's Genius Bar appointment scheduler. Girls who were identified has potential candidates would be emailed special links where she could book a time slot for her Skype based interview. At the end, the candidate would receive an email confirming her scheduled slot and have the ability to add the appointment to her calendaring program.
Campus Recruitment is both an PINK Nation initiative and an internal tool used to engage, recruit and review candidates for PINK Nation Campus Representative positions. The Application portion featured comprehensive multi-page form entry describing her, her interests and passion for the brand. At the end of the recruitment application form, she would submit her video describing why she would be the ultimate Brand Ambassador.
Girls could use a rotary wheel to select zodiac symbol and she would receive a PINK-branded horoscope.
Sweepstakes where girls could enter for a chance to win an AirBNB at a luxury house in one of three destination cities.
Girls could scan a flyer in a PINK Store with a native mobile app to enter a timeboxed multi-phase experience. The first phase was a hype page to get her ready for the next phase. The second phase was where she was presented an offer. She could share out the offer by clicking to copy a special link to send to friends via email or social media. This link led to a password-protected page that would reveal the offer upon correctly entering the password. The experience would transition into the third, and final, stage when the product was identified as being completely sold out.
The Campus Recruitment Scheduler is a CRM tool inspired by Apple's Genius Bar appointment scheduler. Girls who were identified has potential candidates would be emailed special links where she could book a time slot for her Skype based interview. At the end, the candidate would receive an email confirming her scheduled slot and have the ability to add the appointment to her calendaring program.
Campus Recruitment is both an PINK Nation initiative and an internal tool used to engage, recruit and review candidates for PINK Nation Campus Representative positions. The Application portion featured comprehensive multi-page form entry describing her, her interests and passion for the brand. At the end of the recruitment application form, she would submit her video describing why she would be the ultimate Brand Ambassador.
Girls could create a Snapchat Geo Filter by choosing different frames, dragging and modifying stickers, and enter custom text. Geo Filters could be saved to the camera roll where they were submitted from to Snapchat.
Sweepstakes based game where users would shake their phone to make a coconut fall from a palm tree. When the coconut struck the bottom of the screen, it would break open and enter them into a sweepstakes drawing.
Light It Up! is an experience where a visiting user has the chance to flip a digital light switch. The user then wins a redemption offer, saveable meme, or $250 PINK gift card.
Users would submit a Snapchat Story video in a contest where one user would win a trip to New York City and be at the helm of the PINK Snapchat account for a day.
Backpack Scanner was an sweepstakes initiative to provide college girls with the chance to win cool stuff.
The Campus Recruitment Scheduler is a CRM tool inspired by Apple's Genius Bar appointment scheduler. Girls who were identified has potential candidates would be emailed special links where she could book a time slot for her Skype based interview. At the end, the candidate would receive an email confirming her scheduled slot and have the ability to add the appointment to her calendaring program.
Campus Recruitment is both an PINK Nation initiative and an internal tool used to engage, recruit and review candidates for PINK Nation Campus Representative positions. The Application portion featured comprehensive multi-page form entry describing her, her interests and passion for the brand. At the end of the recruitment application form, she would submit her video describing why she would be the ultimate Brand Ambassador.
Squad Challenge provided the PINK Nation girl with a wizard-like experience to announce where she and her squad were going for Spring Break. The user would be guided step-by-step to fill in various fields depicting her Spring Break intentions. In the penultimate step, she was able to include a background image for her squad announcement to be rendered upon. Finally, she was able to save her squad announcement or share it out to social.
The Holiday Elfie experience featured ornamental imagery superimposed upon user submitted photos and stop-motion style videos created by the PINK Nation mobile app.
Inspired by the highly popular McDonald's Monopoly game, PINKapalooza was an experience where a girl could collect various unique tickets to win prizes. Each day, the girl could reveal three tickets. Accrued tickets would be visibile on her game board where she could see what tickets she needed to unlock different prizes. Each day she drew her tickets, she would also receive an additional entry into a sweepstakes at the end of the experience.
This experience was a multi-phased experience. During the initial phase, the application provided the ability to register for the official PINK Nation Spring Break party to be held in Miami. The user could register and receive a digital invitation to admit them to the event. Users who could not attend the official party were able to access a store locator to attend an in-store experience. On the day of the Miami party, the application switched to a phase that would monitor certain hashtags on social media feeds. The Simul Party experience provided a colorful visualization of the frequency and intensity of the hashtag mentions.
The core registration and profile management process of desktop and mobile was audited and aligned to be consistent across experiences.
In the 2014 edition of Campus Showdown, girls would vote for their schools through progressive rounds. The top ranked teams at the completion of each round would move on to subsequent rounds. The rounds were 24 hours long and girls would have to submit entries via hashtagged social media based submissions. During each 24 hour period, special hours would be designated Blitz Hours where entries were given additional bonus points. After the final round, the top four teams were pitted together in a 24-hour tap off. The team which had the most amount of cumulative taps in the 24 hour period was crowned the champion.
Girls going to orientation at selected PINK collegiate schools would receive a PINK insert in their orientation book. The girl could scan a special image that would display an augmented reality PINK dog. After the PINK dog animation, the experience would immediately see if she won a prize in sweepstakes drawing.
The Class of 2014 catered to outgoing high school seniors to announce what colleges that they got accepted at. Girls would submit photos of themselves to the experience. Next, they chose which school they were going to attend. The photo frame would be superimposed onto the photo with the girl's name and her chosen school. The frame color and text color would be in the primary and secondary school colors of the selected school. Girls could download this photo or share it immediately to Facebook or Twitter.
PINK Spring Breakers was a social media feed and promo mashup. The application tracked certain hashtags on a variety of social media platforms and pulled that content into an exhaustive masonry display.
The Mystery Box Tour centered around a giant freebie-filled box that would travel to a handful of PINK stores. The application would provide hints of where it was to travel next and reveal them based on a scheduled time. It also included a social media feed.
This experience was centered around monitoring the social feeds for the Back to School party won from the Collegiate Showdown. After the party, it transitioned to a timeline to track the rest of the tour stops and RSVP on Facebook.
This back to school initiative was another voting experience. Girls would vote for their school. At the completion of the duration of the experience, the top school scored a PINK surprise.
Each of the four weeks of Summer of PINK campaign would focus on a single letter of P, I, N, and K . Girls would take creative photos of the letter of the week and submit it via Instagram with a corresponding hashtag. Those submissions would be pulled into the application experience. At the conclusion of the campaign, the most creative photographers would receive a $500 PINK summer shopping spree.
Inspired by March Madness, Collegiate Showdown was an experience that bracketed schools to face each other in head-to-head vote offs. This 20 day experience seeded schools against each other for four days of voting per bracket elimination. The final four schools then faced three 24 hour social media challenges to accrue points. The winner was crowned at the completion of the three social media rounds and received an ultimate Back to School party.
This experience was a vote-off of the 2000 collegiate schools that did not currently have a PINK campus rep. Each day a girl could submit a vote for her school. At the end of the voting period, the top 10 schools would be ushered into the PINK Campus Rep program with two appointed representatives.
PINK Nation members submitted photographs of themselves performing a dance move during the duration of this experience. After the submission phase, the thousands of submissions were curated for the best which were stitched together in a flipbook-style animation video backed by a music track.
PINK Nation existed as a portal on a third-party site and developed by third-party developers. This endeavour brought the experience in-house and under a new platform based on the Grails web application framework powered by the Groovy language.
This application managed the check-ins for hundreds of attendees at tradeshow. It interfaced with a barcode scanner where booth attendants would scan the attendees for CRM follow-up.
The application gathers information about compressor configurations and automates lubrication configuration and requirements for all components of the compressor system.
Created a platform for vehicle dealerships to desk deals, capture leads and upsell vehicle accessories.
Leveraged work done with fōnhunt and adapted to an Events platform where Universal Studios can schedule and host Scavenger Hunts for park guests across 9 game instances in three different parks.
This application managed the check-ins for hundreds of attendees at tradeshow. It interfaced with a barcode scanner where booth attendants would scan the attendees for CRM follow-up.
This application managed the check-ins for hundreds of attendees at tradeshow. It interfaced with a barcode scanner where booth attendants would scan the attendees for CRM follow-up.
Customer desired to have a native iOS application that could download and play offline content of prepared speaking presentations.
Tixers is a third-party ticket marketplace for sports, music and other events.
The application features authenticated user management of frequently updated content. It is a solution for qualified speakers to access content and assemble presentations.
Internal customized CMS-based site for Guardiant.
This application commission provided search and identification of the various food banks and feeding sites throughout Central Ohio in cooperation with Hands On Central Ohio.
Designed and maintain Web application that manages approved content for doctors and speakers to create and manage presentations for Fortune 500 company.
Internal customized CMS-based site for Braner.
fōnhunt is a game platform where teams explore a setting to solve puzzles and clues using their own phones. Played either as a one time event, perfect for team-building, fundraising, or trade shows, or as an ongoing version to engage guests at venues such as resorts, zoos, or museums.
Business developers and community are brought together in this platform to discuss wants, needs and desires.
The Columbus Hilton is home to many works of art. The Hilton Explorer is a mobile accessible app that explores the art and artists whose works comprise the downtown hotel's collection.
Customized CMS-based site for Compressor Products Intl.
Contractor Developer
Consultant at Victoria Secret Direct. Developed internal site for the website binder. It archives the daily look of the site and presents it to the user with a friendly front-end experience.
Consultant at Abercrombie & Fitch Web Development Front End team. Responsible for Steady-State and integration of several projects. Oversaw day-to-day marketing updates. Integrated Internationalization 2011 for new stores that were being launched in many Euro countries.
Defense and Aerospace development.
Leveraged and modified the Torque game engine to host a computer-based training package which interfaced and communicated with a disjoint Flash application. The Flash training application was a mature training simulation in its third iteration that required a 3-D environment to engage and entertain the user in a game-like atmosphere while preserving the integrity of the training. I served as lead engineer to design, modify, and incorporate the independent game engine and coordinate the effort. I was in charge of two colleagues, assigning priorities; resolving complications; and creating solutions in an agile environment.
Produced toolset to import and convert COLLADA into proprietary model format. COLLADA is a growing format specification that is achieving wider popularity and acceptance in many sectors. This toolset permitted my company to save money by using freely available and appropriately licensed content.
Architected software system in Win32 and C++ that created a scalable, distributed processing network for real-time face recognition and logging. The desktop application integrated a framework which included PHP and MySQL for backend processing and distribution of results. The software system included an operator application that infers faces in an arbitrary number of agnostic video and image feeds; extracts the facial regions; logs video clips of events; issues work orders that encapsulate the extracted regions to remotely-hosted Master clients; retrieves the results of completed work orders; and presents the results of sightings in a flexible user interface using an intuitive user experience. The Master clients were each in charge of an arbitrary number of Slave clients. The Masters were aware of current Slave resource usage and Slave resource potential; dictated work orders from the Operator application to underworked Slaves; monitored current performance and dynamically load-balanced work orders; and delivered completed results to the Operator application. The Slave clients received job requests from their Master application. The Slave was distributed a gallery of images to analyze work orders against; process job requests and issue results back to its Master. The Slave client was written as a lightweight, portable application intended to be quickly integrated into a variety of machine architectures and operating system types in order to leverage those system’s resource in a cloud computing environment. The Camera Enhancer application was developed to abstract specialized camera interfaces from the Operator. The Operator application accepts the Camera Enhancer was a network video feed. The Camera Enhancer can control Pan-Tilt-Zoom cameras, permitting the Operator to programmatically exercise target tracking and persistence. The Camera Enhancer can also deploy any web cam as a network-enabled video surveillance system for remote extractions and identifications. In support of the distributed recognition environment, I developed a BlackBerry application suite that integrated the mobile device into the distributed processing environment as a producer and a consumer of data content. This included two applications that were written in J2ME. One application was purposed to enroll new images and videos, that were created by the BlackBerry, as indentified persons in the galleries to recognize against. The second application would retrieve results after submitting images or videos to detect known persons in the content. I wrote customized controls to intuitively and optimally present the user with the results within the constraints of a mobile handheld system.
Authored an application that parses plaintext protocol specifications and automatically generated specific compile-ready data classes to handle each protocol subset. This permitted the rapid deployment of new data processing classes without inundating a data entry operator to keep pace with evolving protocol specifications.
Developed network datagram analysis toolset that logged protocol activity, visualized captured data, and introduced operations to be enacted upon the data. This toolset could merge divergent data streams into a resultant protocol stream, extract targeted data, and manipulate multiple fields of the captured data for further analyzing and review. The newly produced data conformed to standards, resulting in datasets that could successfully be played back in the first-party applications.
Two years full development cycle for proprietary hardware targeting Texas Instruments’ DaVinci DVEVM6446 on an embedded Linux system utilizing both CPU and DSP which was designed, implemented, debugged and maintained during the scope of the project. This project targeted the MILES-CVS force-on-force combat exercise system. My company designed and developed a hardware device to inject visual tracers into both the optical and digital video path of the vehicle gunner and commander. This solution was to resolve an absence in realism when conducting field exercises when the gunner would not receive sensory feedback from firing the laser-modification of the weapon systems. I served as lead software engineer. The hardware consisted of five TI DaVinci chips that demanded a multi-processor software architecture. My system communicated inter-processor and distributed tasks accordingly to CPU load and processor scope and responsibility. The TI DaVinci chip also contained a DSP and I had to port an OpenGL ES implementation to run on the DSP asynchronously from the CPU to lower the resource usage of the CPU. I also modified the graphics implementation to natively support the DaVinci architecture. Besides developing the graphical representation of the munitions that were fired, I was responsible for traveling to sites and acquiring data from and resolving integration matters on the targeted vehicles. Among these sites were four government military installations and two military vehicle manufacturers, some which were traveled to many times. During the site visits, I would gather data from vehicle ports; conduct tests to validate data; integrate the current solutions; modify non-working implementations; and troubleshoot any problems that arose. As vehicle access time was a premium, this continuously challenged me to think critically and create working solutions in a very short order of time. My system had a dependency of another vehicle augment system that was being developed concurrently. I had to implement procedures and protocols to communicate to that parent system while also maintaining direct communication with current vehicle state. I also created a robust, in-house vehicle simulator in .NET C# to replicate vehicle interactions in the laboratory environment. This permitted a better use of time when afforded actual vehicle access and prevented pitfalls that were already identified in the lab.
Attended Boot Camp and graduated with meritorious promotion at Parris Island. Trained as an MP in Fort Leonard Wood, Misery. Assigned as a Reservist to MPCOA based out of Lexington, KY. Conducted missions integral to wartime efforts in two Iraq deployments.