Human Fall Flat 2
Production C# systems, modular feature packages, profiling, QA verification, TeamCity builds, PR reviews and milestone stabilization under NDA-safe framing.
Systems / Tools / 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
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#.
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
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
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
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
Professional evidence
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
Production C# systems, modular feature packages, profiling, QA verification, TeamCity builds, PR reviews and milestone stabilization under NDA-safe framing.
Private C++ engine case study: SufferManager, Scene/GameObject/Component/System architecture, DisplayList/Command render flow, ResourceManager, ImGui editor, Lua, audio and Linux/AppImage packaging.
Examples include host/client divergence in multiplayer runtime behaviour, nondeterministic physics-query ordering, crash/freeze priority handling and profiler-led GC/runtime optimization.
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
Different roles emphasize different parts of the same profile: production C# ownership, custom C++ engine architecture, tools, debugging and maintainable runtime systems.
Generalist software engineering roles where C#, C++, debugging, ownership and maintainable systems matter.
Human Fall Flat 2 + SufferEngine
Tools, systems, simulation, engine-adjacent and platform-adjacent roles.
SufferEngine + production internal tooling
Studios, simulation teams and Unity-heavy production roles.
Human Fall Flat 2 + Magoon + Oona
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
The main signal is systems, tooling, debugging and maintainability. Graphics, AI and .NET appear only where the evidence supports them.
Contact
Remote-only availability. Focused on maintainable software, architecture, debugging and production ownership.