Versatile .NET and systems engineer with 15+ years of experience designing and integrating complex applications across enterprise and production environments. Strong backend development expertise (C#, SQL Server, REST APIs, data migration) with an emphasis on system reliability, process optimization, and collaborative delivery. Graduated from University of Minnesota Duluth with a BS in Computer Science. Currently seeking to contribute to systems integration, modernization, and enterprise application development initiatives.
Key Skills: C#, Java, JavaScript, .NET, ASP.NET MVC, REST APIs, SQL Server, MySQL, Jenkins CI/CD, System and Data Migrations, Automated Testing, Agile (Scrum/Kanban), Jira, Confluence, Git/GitHub, Agentic Programming, MCP Server Development
In August 2024 I joined the team at Smash Attack Studios, a studio based in Australia and founded by my colleague Dean from the Broken Roads project. Many former Drop Bear Bytes employees came together to start this studio in May 2024, working in our free time alongside day jobs.
As lead developer, I implemented process improvements to elevate the studio to professional software development standards, including code reviews, testing, and regular release notes. This role provided valuable experience in advocating for development best practices while respecting team comfort levels and varied experience.
Starting in August 2024, work began on my second contract with Kittehface Software working on the Town of Salem series for the publisher Digital Bandidos. Shortly before this project started, the original development studio BlankMediaGames sold the rights to the game to the recently founded publisher Digital Bandidos. The publisher had a vision for bringing fresh content to the game, opening up access to console players, and increasing platform stability. Part of the plan for platform stability included migrating the backend server systems to the third-party gaming service platform LootLocker. I was tasked with this migration.
This project provided me with new skills and more experienced in Linux, C++, and general migration project management. In addition, this was the first project in which LLMs played a bigger role in my development, primarily functioning as a tutor for C++ and rubber duck for an assortment of code decisions.
In July 2023, I joined Kittehface Software as a Unity Software Engineer for the Broken Roads project by Drop Bear Bytes. Broken Roads is an isometric RPG set in a post-apocalyptic Australian Outback, featuring turn-based combat, a unique morality system, and decision-driven storytelling.
My primary focus starting on the project was continuing development of the game's AI and combat systems where previous developers had left off. Over the course of the project, I also spent a considerable amount of time working with the team's animator to add additional functionality such as narrative driven combat animations and fine-tuning animation IK, along with handling bug fixes. I was also able to get introductory experience in a well-known narrative software design tool used in the project. Broken Roads has been the largest project I've worked on to date, and it was critical to be able to quickly learn about the game's architecture and navigate the codebase and Unity project.
Working on Broken Roads with the teams at Kittehface Software and Drop Bear Bytes has been a fantastic experience and I am fortunate to have had the opportunity.
In September 2022, I joined Fable Studio as a Senior Software Engineer in a contract position, working on their ambitious project, The Simulation. This AI-driven, world-building simulation game aims to create a virtual environment where millions of AI characters coexist, learn, grow, and build with human observers influencing and developing the world alongside them. The ultimate goal is to achieve Strong AI or General Intelligence in the characters.
As part of an agile Kanban team, I developed core features using Unity with C# and utilized AI technologies such as GPT-3, Unity NavMesh, and custom decision-making systems for advanced character behavior. Throughout my time at Fable Studio, I accumulated around 900 hours of Unity experience and completed more than 80 tasks and features.
I played a significant role as an SDET, developing a BDD test automation framework, performance test suite, and reporting using Unity test tools and Microsoft PowerBI. My work involved using JetBrains Rider IDE, git, git lfs, GitHub, and Jenkins for code management, version control, and CI/CD.
In addition to my technical contributions, I promoted team growth by sharing knowledge, conducting code reviews, providing design input, and resolving conflicts. Overall, my experience working on this game development project has been incredibly valuable and rewarding.
In November 2021, I joined the team at Griffin Aerotech (partnered with Dodge Roll and Devolver) in a contract position to help with completion of their in-progress project Enter the Gungeon - House of the Gundead, which I am still active on. This project is an arcade lightgun dungeon crawl experience and the newest installment in the Enter the Gungeon series.
As a Unity Software Engineer, I developed solutions for over 150 tasks and features. Clocked over 1000 hours experience in Unity with a moderate sized game project for a well established game company. I worked with basic animations, UI, particle effects, sound effects, and lighting. I created Unity components which had to interface with a hardware API. I worked with basic AI logic using behavior trees and extended functionality with custom nodes (NodeCanvas).
As a software engineer, maintained systems focused on ordering, accounting, product fulfillment, and regulatory requirements. Developed and maintained web applications both front-end and back-end. Designed and maintained database schemas. Performed code reviews and engaged in quality assurance testing for other team members. Performed business analysis on projects and features by working with end users, project managers, and developers to extract necessary requirements.
As a software engineer, worked as part of a team maintaining and developing a template website program used by tire and wheel dealers across North America. Maintained a database of vehicle data for fitment guide tools. As database developer, performed general database administrator duties including backups, query tuning, and schema enhancements. Filled the role of tech support and customer service as needed.