Hello I'm Aaron. I'm a software engineer at Blizzard Entertainment. These are my projects.

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Fractium

Fully proc-gen Multiplayer FPS Survival Game

C# Unity Networking UI/UX Proc-gen

Since 2020, I have been independently developing a multiplayer first-person survival deathmatch game called Fractium. My friend Rylan Krebbs created all of the art assets in the game. I programmed features like cave & ravine tile generation incorporating dijkstra's algorithm, heightmap based island generation, AI & load balancing systems, inventory systems, chat systems, menu UI, HUD, movement, recoil, base building & stability, pooling, audio management, and so much more. (Click for more)

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Diablo IV

Game editor tooling and engine

C++ C# WPF Full-time

I'm a full-time SWE at Blizzard & I work on the Diablo 4 tools engineering team. I created the asset comparison (diff) tool, which is the foundation for the merge tool. I have programmed asset compilers, optimized the import process for a giant spline dataset from Illustrator, created an asset tree folder customization plugin, improved shader node-graph tools, hotkey processing, & localization. I've developed a 3D asset viewer tool for marketing teams, upgraded core asset metadata APIs, & added many QoL features including document navigation.

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Origin Shift

3D networking solution for floating precision

C# Unity Networking

I published Origin Shift on the Unity Asset Store. It is a solution I developed to solve floating point precision issues for multiplayer games. What does it do?: Each client translates objects in their world to recenter their player when a distance threshold is passed. Origin Shift then synchronizes client positions over the network based on client world offsets. Origin Shift is the most downloaded floating origin solution on the asset store. It has a modular API, is fully documented, highly optimized, and supports the popular Mirror Networking API. (View)

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Statistical Analysis Library

High performance Py side channel attacks

Algos & Data Multithreading Cryptography

I developed a highly optimized Python package which computes Signal to Noise Ratio (SNR) and Correlation Power Analysis (CPA) attacks over CPU electromagnetic emanation samples taken during the encryption of plaintext. This package also implements converters for hierarchical data (Zarr) from traditional SQL to increase processing speed. This tool leverages multiprocessing, vectorization (numpy), multithreading, implements Welford's Online Algorithm, and can output visualizations of hardware leakages. (View code)

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Password Manager

Cryptographically secure web app

JavaScript Networking Cryptography

With a team of 3, I led the development of a password manager web/desktop app that enables users to encrypt and decrypt a list of passwords using a single master password. Using a client/server architecture, clients can remotely access a list of their encrypted passwords using Google SSO, and then locally decrypt this password ciphertext. To create this app, we used Electron, Express, the Google authentication library, and the Argon 2 hashing algorithm. (Click for more)

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Military Base Simulation

3D interactive ICS cyberattack replications

C# Unity Networking UI/UX Python

From start to completion, I led the development of an interactive military base sim and an industrial control system signal router (Python middleware). I leveraged UDP, PostgreSQL, C#, Unity, and virtual machines (VM). The sim can both send and receive signals from VMs, and query replays of cyberattacks using Npgsql, replicating dynamic events in the 3D world. I constructed the entire scene and wrote all of the code for this project. I implemented VR support, 2D UI, NPCs, traffic, weather, editor tooling, and managed devops. (View)