Remote-only

Systems / Tools / Runtime Architecture

C# / C++ software engineer focused on systems, tools and runtime architecture.

C# / C++ Software Engineer focused on systems, tooling, debugging and runtime architecture. Strongest evidence: professional Unity/C# production ownership on Human Fall Flat 2 and a private custom C++ engine case study showing architecture, resource management, editor tooling and Linux packaging.

3+ yrs

full-time production C# engineering

100+

bugs and runtime issues fixed across milestones

90%

approx. tasks owned end-to-end before review/QA

Selected work

Selected work with technical evidence.

Human Fall Flat 2 shows production ownership. SufferEngine documents custom C++ engine architecture. Oona and Magoon add released/team project evidence across Unreal, C++ and Unity/C#.

ProfessionalC#Game
2022 — 2025 Programmer / Software Engineer

Human Fall Flat 2

Production C# systems, tools and runtime engineering for a multiplayer physics-driven Unity title.

Professional C# engineering in a production environment: modular architecture, runtime behaviour, internal tools, proprietary multiplayer integration, FMOD/gameplay integration, profiling-driven fixes, QA verification and milestone stabilization. Details are intentionally NDA-safe.

3+ yrs

full-time production C# engineering

20-30

multidisciplinary team context

C#Unity 6Modular packagesScriptableObjectsInternal toolsFMODProprietary multiplayerUnity ProfilerMemory Profiler
Open case study →
EngineC++Tool
2021 — private enhanced version C++ Engine / Systems Programmer

SufferEngine

Private custom C++ real-time engine: runtime architecture, editor tooling, rendering, scripting, audio and Linux packaging.

A proprietary C++ engine project used as a systems-heavy case study. It demonstrates ECS-style architecture, EngineManager orchestration, Scene/GameObject/Component/System organization, DisplayList/Command render flow, OpenGL resources, Dear ImGui editor tooling, Lua scripting, SoLoud audio, diagnostics and Linux/AppImage hardening without exposing private source code.

Custom C++

engine/runtime architecture

Runtime + editor

scene, tools and render pipeline

C++OpenGLCMakeECS-style architectureCommand pattern
Open case study →
GameC++Unreal
2021 C++ Gameplay Programmer

Oona the Druid’s Path

Released Unreal Engine 4 / C++ project: gameplay, AI, Blueprint-facing APIs and team delivery.

Released Steam project showing C++ gameplay implementation in a multidisciplinary team: player movement, jump/dash behaviour, enemy AI, behaviour trees, animation trees, perception, combat, collectibles and Blueprint-exposed functionality.

Released

Steam project

15

team members

Unreal Engine 4C++BlueprintsPerforceBehaviour Trees
Open case study →
MobileC#Game
2021 C# Gameplay Systems Programmer

Magoon

C# mobile systems for a turn-based Android roguelike with procedural dungeon structure.

Mobile roguelike project where I contributed C# gameplay systems including enemies, collectibles, power-ups, progression, grid-based movement, A* pathfinding integration and save/time-reward support.

4 mo

development cycle

4 devs

programming team

C#UnityAndroidGrid movementA* pathfinding
Open case study →

Professional evidence

Production C# engineering with feature ownership.

Full-time C# production engineering on a multiplayer, physics-driven Unity 6 title with a 20-30 person multidisciplinary team. Work was organized around milestone delivery, feature ownership, pull requests, QA verification, TeamCity builds and production stabilization.

Programmer / Software Engineer

No Brakes Games · Human Fall Flat 2 · Mar 2022 — Oct 2025

Human Fall Flat 2

Production C# systems, modular feature packages, profiling, QA verification, TeamCity builds, PR reviews and milestone stabilization under NDA-safe framing.

SufferEngine

Private C++ engine case study: SufferManager, Scene/GameObject/Component/System architecture, DisplayList/Command render flow, ResourceManager, ImGui editor, Lua, audio and Linux/AppImage packaging.

Debugging evidence

Examples include host/client divergence in multiplayer runtime behaviour, nondeterministic physics-query ordering, crash/freeze priority handling and profiler-led GC/runtime optimization.

Verification evidence

Unit, integration, playmode and editor tests where appropriate; feature-specific test scenes; autonomous validation flows; manual QA and PR review before production merges.

Role fit

Role fit, backed by evidence.

Different roles emphasize different parts of the same profile: production C# ownership, custom C++ engine architecture, tools, debugging and maintainable runtime systems.

C# / C++ Software Engineer

Generalist software engineering roles where C#, C++, debugging, ownership and maintainable systems matter.

Human Fall Flat 2 + SufferEngine

Tools & Systems Engineer

Tools, systems, simulation, engine-adjacent and platform-adjacent roles.

SufferEngine + production internal tooling

Game Tech / Unity Engineer

Studios, simulation teams and Unity-heavy production roles.

Human Fall Flat 2 + Magoon + Oona

C++ Systems / Engine Programmer

C++ roles where engine architecture and tooling matter, without overclaiming graphics specialization.

SufferEngine + Oona + C++ demos

Also open to selected C#/.NET transition roles where systems, tooling and debugging experience are relevant. This is a secondary path, not the primary positioning.

Skills

Prioritized by evidence, not keyword volume.

The main signal is systems, tooling, debugging and maintainability. Graphics, AI and .NET appear only where the evidence supports them.

Strong evidence

C#Unity 6C++DebuggingRefactoringRuntime systemsModular architectureCode review

Systems & tooling

Internal toolsComponent systemsECS-style architectureResource managementProfilingMemory / GC optimizationTest scenes

Production workflow

GitPull requestsJiraTeamCityQA collaborationMilestone stabilizationCross-functional delivery

Engine / media stack

Custom C++ enginesOpenGLDear ImGuiLuaUnreal Engine 4FMODSoLoudAppImage/Linux packaging

Contact

C# / C++ software engineering for systems, tools and interactive products.

Remote-only availability. Focused on maintainable software, architecture, debugging and production ownership.