About Me
Programmer-turned-CEO
Who I Am

I'm Russ Treadwell, a self-taught programmer turned CEO of TUSKION™ Inc., the holding company behind technology-driven ventures such as GhostJam Games®. Over the past decade I've specialized in Unreal Engine, multiplayer architecture, and high-performance back-end infrastructure—shipping everything from rapid gameplay prototypes to deep engine customizations.
At TUSKION™, I define strategy, operations, and long-term growth; at GhostJam Games® I double as Studio Head, directing business development and high-level technical strategy while remaining hands-on with code architecture and implementation. You can spot my fingerprints on titles like No More Room in Hell 2 and VAIL VR.
I focus on building sustainable systems and nurturing collaborative teams. Whether I'm prototyping a new mechanic at 2 a.m. or scaling backend services for thousands of concurrent players, my drive comes from a deep love of technology, games, and the people who create them.
Experience
These are my last 3 positions. Check my LinkedIn for a complete list.
Game Programmer
I integrated a robust analytics layer into the Unreal Engine client, instrumenting gameplay events and key metrics so the back-end platform could drive data-informed design decisions. In parallel, I delivered the first iteration of the Secure Container inventory system, giving players a protected stash that deepens progression and item-retention mechanics.
Core Tech Programmer
I engineered and maintained high-performance backend systems for AccelByte's platform, Denuvo Anti-Cheat, and custom online subsystems in advanced C++, partnering with AccelByte and Denuvo engineers to tighten security, streamline data flows, and boost stability. My end-to-end integration of Denuvo Anti-Cheat—paired with new AccelByte ban/report pipelines—slashed cheating incidents and enabled rapid, high-volume moderation to protect the player community.
Game / Core Tech Programmer
I contributed to No More Room in Hell 2, designing and implementing core gameplay systems that preserved the original's feel while adding fresh mechanics. Working closely with artists, designers, and network engineers, I used Unreal Engine to prototype, optimize, and ship features that hit tight performance targets and scaled smoothly across platforms.
Writing & Sharing
I write about technology, security, and software development on this blog. My goal is to share knowledge, document my learning journey, and help others in the tech community.