Technical Lead - Online Services & Systems
Technical Lead on a five-person multiplayer game project, responsible for its technical direction, online services, and infrastructure. Self-hosted and integrated W4 Cloud on a Kubernetes cluster, implementing authentication, matchmaking, dedicated game-server provisioning, database integration, and client/server networking. Also developed core game systems, custom Godot tooling, and a GitHub Actions CI/CD pipeline for automated dedicated-server deployment. Helped bring the project from an unstable, unplayable state to a functional multiplayer prototype before development ended following the loss of project funding.
Godot, GDScript, W4 Cloud, Kubernetes, GitHub Actions, Linux, Multiplayer Networking, Backend Integration
Creator & Systems Developer
Developed an open-source Linux system service to address system sleep-inhibition issues on Bazzite’s Deck interface. Investigated Steam Game Mode, D-Bus, systemd, and Linux power management, then implemented a D-Bus service for managing application sleep-inhibition requests. The project was independently developed and subsequently cherry-picked for inclusion in Bazzite.
Rust, Linux, D-Bus, systemd, udev, Fedora/RPM, Bazzite
Creator & Embedded Developer
Designed and built a custom ergonomic gaming input device and its supporting software from the ground up. Developed configurable STM32 firmware supporting USB HID keyboard, mouse, and gamepad inputs, including NKRO and 500Hz+ polling. Also developed a desktop configuration application for input remapping and designed and 3D-printed the physical device, creating a reusable platform for future custom input devices.
C++, STM32, USB HID, PlatformIO, Godot, Python, Embedded Systems, 3D Printing
Systems & Infrastructure
Built and maintain a self-hosted Linux infrastructure environment supporting websites, applications, file services, media services, and game servers. Designed containerized deployments using Docker and Docker Compose, with NGINX reverse proxies providing external access and TLS termination. Manage networking, DNS, SSH-based remote administration, monitoring, backups, and network file access across the environment. Operate and troubleshoot independently deployed services including Jellyfin, Stalwart Mail, Pi-hole, Syncthing, and Uptime Kuma, as well as multiple simultaneously hosted Minecraft servers.
Linux, Docker, Docker Compose, NGINX, Networking, SSH, DNS, Samba, TLS, Monitoring, Self-Hosting
Creator & Open-Source Maintainer
An open-source aerodynamic simulation plugin for Godot with 200+ GitHub stars and distribution through the Godot Asset Library. I designed and implemented a modular physics architecture for aerodynamic surfaces, propulsion, atmospheres, and flight-control systems, including simulation of lift, drag, buoyancy, propulsion, and vehicle dynamics. The project also includes custom editor tooling for configuring, visualizing, and debugging aerodynamic components, and is being ported to C++ for improved performance and scalability.
C++, GDScript, Godot, Physics Simulation, Editor Tooling
Open-Source Contributor - [My Contributions]
Contributed directly to the Godot Engine through engine bug fixes, editor improvements, input-system changes, and documentation. Contributions include fixing physical-skeleton collider orientation, preventing Camera3D.current from being set automatically in the editor, adding input-map support for mouse motion, and improving documentation across camera, mesh, and plugin APIs. Also contributed changes addressing Godot’s default power-management and screen-sleep behavior.
Godot Engine, C++, GDScript, Editor Tooling, Physics, Input Systems
Technical Contributor - Rendering & Project Architecture
Collaborated directly with the developer of a Godot-based game on rendering, shader development, and project architecture. Developed custom shaders and reusable materials for pixel-perfect 2.5D rendering, including billboarding, dithering, and palette mapping. Investigated complex SubViewport, transparency, depth, render-order, and input-propagation issues, tracing problems to engine rendering behavior and projection/FOV scaling. Reproduced Godot’s built-in rendering behavior using generated StandardMaterial shaders and contributed changes to the project’s graphics-reorganization branch.
Godot, GDScript, C#, GLSL/Shaders, 3D Rendering, 2.5D Graphics, SubViewports, Rendering Pipelines, Project Architecture
Plugin Developer
Developed a custom Godot editor plugin under contract for Pletory’s multiplayer hover-car racing game, GAME HOVER. The plugin allows meshes, collision shapes, and 3D nodes to be automatically positioned and deformed along curves, with tools for arraying geometry, fitting objects to curve lengths, and creating seamless looping tracks. I designed the system to make complex curved track construction faster and more intuitive within the Godot editor.
Godot, GDScript, 3D Geometry, Editor Tooling
Contributor — Planetary Terrain System
Designed and implemented a quadsphere planetary terrain system with quadtree-based level-of-detail, providing efficient terrain generation and rendering across large spherical surfaces.
Godot, GDScript, Procedural Mesh Generation, Quadtree Level-of-Detail, Multithreading
Open-Source Contributor - [My Contributions]
Contributed multiple features and fixes to ProtonScatter, a popular Godot procedural scattering plugin. Implemented path distribution and offset functionality, improved path alignment and modifier behavior, added modifier strength controls, and fixed compatibility issues with Godot 3.5. Several contributions were merged into the upstream project.
Godot, GDScript, Editor Tooling, Procedural Generation, Modifier Systems