I started in full-stack web engineering in 2009 and moved into games in 2013. Since then I’ve worked on independent projects, small studios, annual sports titles, and live Blizzard products.
The entries below focus on responsibilities and results I can discuss publicly. Some unreleased work is intentionally described at a high level.
Work history
Most recent first.
Independent
Independent Software Engineer
Independent games, tools, and AI product development
Designing and building games, game-development tools, and desktop and web products that organize professional knowledge and connect it to useful AI workflows.
Own product direction, interaction design, architecture, implementation, and deployment.
Develop gameplay prototypes and practical tools that improve game-development workflows.
Build MCP integrations and tool-connected LLM workflows with explicit user approval for meaningful actions.
Use the OpenAI API and Codex across product features, implementation, code review, and validation.
Work on structured context, search, permissions, privacy boundaries, and understandable system history.
Working with: Unity, C#, TypeScript, Next.js, Tauri, Rust, OpenAI API, Codex, MCP, PostgreSQL, desktop and web Applications
Blizzard Entertainment
Senior Software Engineer
Warcraft Rumble · Unity client
Sole Unity engineer responsible for the Warcraft Rumble live client, with ownership across gameplay, simulation, UI, performance, stability, engine upgrades, SDK integrations, client builds, and internal tooling. I also contribute gameplay systems to an unreleased Blizzard title.
Reduced runtime memory by approximately 600 MB, eliminating iOS Jetsam instability and improving long-session reliability.
Migrated startup systems to async/await, reducing client initialization time by approximately 30%.
Shipped Minis, Talents, Abilities, simulation mechanics, Druid of the Claw, and end-to-end delivery of Thrall.
Led Unity engine upgrades end to end, including migration, plugin compatibility, build pipelines, and macOS/Windows build infrastructure.
Delivered PC client authentication, input and cursor systems, and UI adaptations.
Owned the client audio systems layer for additional unreleased work.
Built editor tooling for seasonal events, PvP workflows, telemetry, localization, live data, builds, and RenderTexture UI.
Owned Battle.net authentication, guest accounts, recovery, Play Asset Delivery, Braze, push notifications, deep links, compliance, and shared MobileAuth SDK improvements.
Shipped Hockey Ultimate Team and Rush systems across NHL 20, 21, and 22 on Xbox One and PlayStation 4, while supporting the move from Ignite to Frostbite.
Refactored more than 20 client-server RPCs and their supporting UI flows.
Built HUT features, frontend systems, tools, backend RPCs, and Rivals tuning and pre-game progression workflows.
Created the Rush tooling and core game-mode template.
Migrated an established multiplayer game from Unity Web Player to WebGL, moved networking from Photon to UNet, and maintained its HTTP and database communication.
Technology: Unity, C#, WebGL, UNet, Photon, web services
Independent contracts
Game Software Engineer
Freelance and Upwork
Delivered more than 30 games, prototypes, and interactive applications, often owning estimates, architecture, implementation, integrations, and client communication from start to finish.
Built a custom UI framework for Unity 3.5 before Unity's native UGUI system existed.
Delivered projects in Unity and C#, with additional work in Java using LibGDX and Lua using Corona SDK.
Technology: Unity, C#, Java, LibGDX, Lua, Corona SDK, mobile and web
Earlier web engineering
Five roles that built the systems foundation behind my later game work.
M4U Apr 2015-Apr 2016
Telecommunications and financial systems covering telephony, USSD, payments, and transaction-heavy web services.
B2W Digital Mar 2014-Apr 2015
Large-scale retail systems serving both consumer commerce and supplier-chain workflows.
TO Brasil Sep 2013-Mar 2014
Petrobras ship tracking and operational reporting, including PDF and Excel generation.
Ability Tecnologia Aug 2011-Sep 2013
Wealth-management, banking, and investment software.