atlassian

Atlassian

I'm an engineering manager at Trello, leading a web growth team serving millions of customers worldwide.

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An engineering manager and creative technologist.

Over a decade of experience working for some great companies: Square, Gucci, Pocket, and more.

Square

Square

I was a front end platform engineering manager for the popular payments service.

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General Assembly

General Assembly

I taught front end web development and a self-designed responsive web design workshop to future developers, entrepreneurs, and designers.

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Gucci

Gucci

I was the front end lead for all design and development on gucci.com, a global e-commerce fashion site.

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Latest Blog Posts

The flawed brilliance of Queer and The Brutalist

The more movies I watch, the greater my appreciation for films that reach a pinnacle of what the medium can achieve, even with noticeable weaknesses. These flawed masterpieces are a rare phenomenon, so count me surprised to see two examples – Queer and The Brutalist – a day apart from each other at TIFF this year.

The films have widely different aims. Queer is a languorous, trippy chamber piece drama centered on one lonely person. The Brutalist is an epic, propulsive immigrant story tackling various American thematic elements, from capitalism to art, racism to xenophobia. However, each movie has parallel strengths and weaknesses. Both films have extraordinary acting and technical underpinnings, underscored by visionary directors. Yet each film’s ambition bumps into unsatisfying final acts that wrap up their stories on a sour note.

Queer generates a sense of place that’s unlike any other movie I’ve seen, effectively Edward Hopper on acid. Most of the story takes place in 1950s Mexico City, but the setting has a slippery, hard to pin down aesthetic that splits the difference between realism and fantasy to land on some trippy, hyperreal midpoint. Several elements, like the outfits and acting mannerisms, are grounded and period-appropriate, but they are smashed against an overly saturated color grading with a production design and lighting setup that doesn’t disguise an artificial set. The mix of new and old, natural and hyperreal, extends to the soundscape with an anachronistic soundtrack (e.g., Prince, New Order) and a Trent Reznor and Atticus Ross score that mixes woodwinds with synths, creating an enveloping sense of longing. Watching a well dressed, drunk William Lee (Daniel Craig) stumble down the street as Nirvana’s “Come as You Are” blares in the background is quite the experience.

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Gaming’s future: smaller, weirder, less tech heavy

My time and energy spent on cutting edge, AAA gaming has plateaued. Four years into a console generation, the graphics, audio, and gameplay of most games I play are indistinguishable from the experience six years ago. Over 2024, I only spent a fraction of my gaming time with Hellblade II and Star Wars Jedi: Survivor, the two games that taxed my Xbox Series X this year. The rest of my play has been with small indie games (e.g., Balatro, Dungeons of Hinterberg, Star Trucker) or evergreen GAAS like Fortnite and EA FC that are generally playable on 2013-era console hardware, my aging MacBook Air, or even my smartphone.

I used to rationalize my shift away from tech heavy gaming as a personal outlier. As my tastes moved from mega AAA twitch action games and RPGs toward the quirkier indie space, my hardware needs lessened accordingly. Alternatively, one could argue high end hardware is “held back” by many new games still releasing on last gen consoles. But the more I look, the more I suspect I’m part of a trend towards smaller, less graphically intense games derived from indie studios.

When I listen to enthusiast gaming podcasts, among a crowd that may play hundreds of games a year and spends thousands on gaming hardware, the conversation focuses heavily on the PC indie space (e.g., Lethal Company, Phasmophobia) and small niche titles on the console. Across Reddit, ResetEra, and other gaming-focused social media, discussion for a tiny retro poker strategy game like Balatro may run as long as a big budget Black Myth: Wukong or Dragon’s Dogma 2.

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A beginner’s guide to getting last minute TIFF tickets

The Toronto International Film Festival (TIFF) plays over 200 films across 18 theaters for eleven days. Such dizzying variety provides countless options for film lovers, but unless you happen to be a high-tier TIFF member or are otherwise very lucky, there’s a strong chance at least one from your wishlist is “off sale,” meaning there aren’t any tickets currently available.

But don’t give up; there’s a chance you’ll be able to get tickets later for that movie mid-festival, even on the day of the screening. If you check periodically on Ticketmaster, new inventory can free up alongside reasonably priced resale tickets. Alternatively, you can try rushing a screening, queueing up at a special rush line for a chance to buy tickets based on any remaining empty seats in the cinema around showtime.

As someone who’s attended TIFF for multiple years, I’ve had a reasonably decent success rate acquiring tickets through rushing and last minute Ticketmaster buys. Both methods form the majority of what I watch at TIFF each year. Certain strategies can dramatically increase your odds of success.

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Apple’s disappointing movie strategy

Watching Apple gate their movies so heavily behind their streaming service is a bummer. Reports suggest Apple Original Films is abandoning wide theatrical distribution in favor of negligible theatrical qualifying runs before appearing on Apple TV+. If closing the door on theaters wasn’t enough, Apple has never released Blu-rays for any of their films, and most aren’t available for rental or even digital purchase. Relegated away from most common distribution platforms to a sixth place streaming service, far fewer people will ever watch Apple-financed films.

Some might question if that’s a real loss given Apple’s iffy track record across critical pans and financial flops like Argylle and Ghosted. But I give credit to Apple as a financier behind top tier talent crafting original stories. It’s a strategy once commonplace in the early 2000s and earlier, but an anomaly in today’s four quadrant IP landscape.

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TV’s evolution into long movies

Limited series are taking over television. From Baby Reindeer to Shogun, Mr. and Mrs. Smith to Ripley, miniseries, anthologies, and other self-contained story arcs over a few hours are crowding out our TV watching attention. Even more traditional multi-season TV series feel more like limited series because they have longer gaps between seasons, chase more seasonal storylines or temporary supporting characters, and get canceled earlier in their run.

At a glance, the limited series format provides advantages compared to feature length films and traditional multi-season shows. A longer runtime gives room for deeper characterization and more complex plotting than a movie, yet the show remains short enough to ensure its initial concept doesn’t overstay its welcome.

But in practice, many limited series I’ve watched lately struggle to use their runtime well, downgrading what might be a great show to merely good. Most have had unmemorable characters and aimless side plots that feel padded out to hit the runtime of a six to ten episode arc. What could have been an engaging two hour movie sprawls on for an ungainly six or more hours.

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Making one on ones better

Nvidia’s Jensen Huang may be an uber-talented chief executive, but his avoidance of one on ones is baffling. Maybe a lowly engineering manager isn’t one to critique the workflow of the head of one of the hottest tech companies around. Still, I consider 1:1s a fundamental management tool, one of the best ways to level up the team and build a culture of trust and open feedback within an organization.

Admittedly, Huang’s critique makes a few good points: 1:1s are usually a poor way to align strategy en masse or provide generalized downward communication. Managers should save that messaging for a Slack message or the next group all hands. But I suspect that 1:1s get a bad rap less for their potential, but instead from poor practical experiences.

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Hellblade II confounds expectations

Senua’s Saga: Hellblade II (HB2) is one of the most fascinating games of the year. At its core, it’s a linear “walking simulator” like Everyone’s Gone to the Rapture, made with AAA levels of polish. Creative dissonance between initial expectations and the final product has fueled a polarized reaction to the game across reviews and social media.

A debate over HB2 felt inevitable with how fundamental gameplay is to most games and how strongly HB2 deemphasizes traditional gameplay mechanics. Pick any title at the top of sales charts; gameplay elements are almost always pivotal to their success. Elden Ring has best-in-class action RPG controls. Fortnite allows high degrees of player customization while providing many game variations, from battle royale shooters to Lego building and car racing. The Last of Us is best known for its post-apocalyptic storyline but is also lauded for its stealth action combat.

However, HB2 takes a deliberate approach by limiting gameplay options to focus on characters, setting, and mood. The majority of HB2’s runtime is spent guiding the protagonist Senua through an environment, allowing players to absorb the scenery and engage with the dialogue. There are no fail conditions or choices, just a linear journey from point A to B lasting about six to eight hours. While combat battles and puzzles exist, the action is straightforward (some argue outdated), repetitive, and easily skippable.

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The Fall Guy and theaters’ dim future

The Fall Guy is a throwback, the rare high budget summer movie based on a quasi-original story, leaning on two likable stars to carry a PG-13 mixture of action, comedy, and romance. Helmed by a director who’s proven himself at the box office, it’s about as appealing a draw as you’re going to get that’s not based on four-quadrant-friendly IP.

But The Fall Guy is a flop. The movie made $28 million opening weekend and $110 million worldwide gross after its first two weeks, the slowest start to the summer movie season in fifteen years. With a reported $130 million budget, it’s a likely loss on Universal’s balance sheets.

Cue extensive online discourse regarding The Fall Guy’s stumbles: Ryan Gosling can’t open a movie. Universal should have released the movie in the spring with less competition. The budget was excessive. But the path to success for The Fall Guy, like most movies, was already narrow; for the last decade, the theatrical experience has gotten worse while home viewing has gotten better, and the studios have trained an audience that mega event franchise IP are the only movies worth leaving home for.

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Game Pass needs Call of Duty more than ever

According to The Verge, Microsoft is debating on whether to add the new Call of Duty on Game Pass. It’s a no-brainer: COD would easily be Game Pass’s most high-profile title, giving a potential injection to growth to its otherwise plateaued subscriber base.

Opting out COD from Game Pass will effectively end the service as Xbox’s final differentiator against PlayStation, Nintendo, and Steam. A case by case treatment of “our games will come to Game Pass day one” will annoy existing subscribers. Nor is there any clear criteria – budget, branding, genre – to distinguish what enters Game Pass day one in a way that’s satisfactory to both Microsoft corporate or the Xbox player base. Even with clear messaging, in losing some day and date first party titles, a weakened Game Pass no longer properly distinguishes itself from PS5’s competing PlayStation Plus service.

Admittedly, corporate accounting will provide insight that I can’t speculate on. Maybe Microsoft ran the numbers, and a game of COD’s stature on Game Pass is simply too big of a sales revenue hit to ever swallow. Perhaps Game Pass’s long-term fiscal sustainability is long past the expiration point, and this is just the first in a line of walkbacks to slow the burn rate down.

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The shutdown of Tango Gameworks erodes trust in Xbox

It’s sadly easy to become numb to the news of more layoffs in the gaming industry, given its frequency over recent months. But Microsoft’s shutdown of four Bethesda studios stands out for its blatant reversal of Xbox’s purported post acquisition, Game Pass-centric future. The about face erodes trust in the Xbox brand and questions whether there’s any coherent first party strategy.

The shuttering of Tango Gameworks was particularly galling. The studio’s latest release, Hi-Fi Rush, exemplified the independence, creativity, and high quality that Xbox leadership claimed their first studios should aim for. Hi-Fi was a critical darling, landing on many critics’ top 10 lists, won a BAFTA, and was Xbox’s highest first party game of 2023 on OpenCritic. It also was a creative risk for Tango Gameworks, a bright, colorful throwback to the Dreamcast era for a studio that built its reputation on survival horror games.

Hi-Fi’s excellence also leveled up the value of Game Pass, Xbox’s greatest differentiator against the competition. It’s a draw for the service on its merit and the kind of high quality gem that can serve as an effective gap between some major AAA releases on Game Pass to minimize customer churn.

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