I was born in '87, part of the first generation of true "TV kids," and my family was ahead of the curve when it came to technology. By the time I could crawl, we already had a gaming system and a personal computer. When I was four, I sat beside my mother swapping floppy disks during backups, convinced I was doing the whole job myself. Computer maintenance fascinated me early. Keeping a machine running never felt like work—it felt like a side‑quest to the main game. Even now, when tech breaks, I'm just as likely to enjoy the challenge as I am to get frustrated.
My dad was a gamer, so I grew up learning about the world through King's Quest, Police Quest, and the Wing Commander series. Stories and games were always intertwined for me. Any chance of avoiding full‑blown computer‑nerd status disappeared once I started school and it became clear I had a fine‑motor and arts disability. The district put me on an IEP and handed me a laptop—an unusual sight in a time when only about fourteen percent of Americans had internet access and libraries were still using the Gaylord Book Charge System. I stood out, and in hindsight, I was always headed toward understanding technology more deeply than most of my peers.
I started gaming before I could spell. My dad and I got fiercely competitive over Evander Holyfield's "Real Deal" Boxing, and I was determined to beat him. With no school to distract me, I dove into the SEGA with a level of dedication I've rarely matched since. A few months later, I finally did it—I beat my father at a video game for the first time. You'd think that would have slowed me down, like I'd reached the top of the mountain. Instead, it lit a fire. I wanted to beat the next game, take down the next boss, hear the next story. That boxing game was also a light RPG—one of the first fighting games to weave in training and progression. Looking back, it was probably my first exposure to the five‑minute loop and why it hooked me so hard. Without realizing it, I was already learning the psychology behind good game design.
Fast forward a decade of ADHD‑fueled gaming repetition, and you'd find a kid glued to early previews of Team Fortress 2—back when it was pitched as a class‑based "Battlefield" before Battlefield even existed—dreaming about making games that looked and felt like reality. Somewhere in that mix, I discovered Yahn Bernier, a programmer who had worked on many of the multiplayer projects I loved. I was reading a lot about self‑made people back then, and something about his path clicked with me. On a whim, I emailed him—and to my shock, he wrote back. He laid out exactly what someone needed to learn to get into the industry. My mom ordered a C++ learning kit, and I was off to the races. Little did I know how many twists and turns life had in store before I'd find my way back to that dream.