russ@trdwll.com · Ashland, KY
LinkedIn · GitHub

Summary

A self-taught programmer and systems architect with over a decade of experience in game development, I specialize in Unreal Engine, multiplayer architecture, and backend infrastructure. My work spans everything from rapid gameplay prototyping to deep engine customization and backend services, always with a focus on performance, scalability, and maintainability. I’ve contributed to titles like No More Room in Hell 2 and VAIL VR.

Experience

GhostJam Games

Apr 2022 – Present

Founder & Studio Head · Remote / KY

  • Manage day-to-day studio operations, business strategies, publisher relations, and resource budgeting.
  • Implemented core gameplay systems and design logic while coordinating community management and storefront visibility strategies to drive organic player acquisition.
  • Ran the commercial strategy and product roadmap, balancing game logic development with business development to ship the game on schedule without development crunch.
  • Executed post-launch storefront updates, monitored player behavior metrics, and rapidly iterated on gameplay logic to maintain a 79% Mostly Positive review score on Steam during peak launch traffic.
  • Ranked #16 overall during Steam Next Fest (Summer 2025) for our demo.

Blue Shift Studios

Jul 2025 – Sept 2025

Technical Consultant · Remote

  • Advised leadership on technical architecture and production best practices to ensure upcoming game projects were built on scalable foundations.

Combat Waffle Studios

Jan 2025 – Apr 2025

Game Programmer · Remote

  • Built and integrated a custom telemetry and analytics system to track live player behavior, giving design and production teams the clean data needed for balance changes and UX updates.
  • Developed the foundation for the “Secure Container” mechanic, translating complex progression design into a functioning inventory system to boost mid-game player retention.

AEXLAB

Jul 2024 – Dec 2024

Game Programmer · Remote

  • Managed the integration of AccelByte backend services and Denuvo Anti-Cheat, working directly with external partner engineering teams to protect the game’s economy and launch stability.
  • Implemented player reporting, moderation tools, and banning systems via AccelByte to give the community team the backend infrastructure needed to manage high-volume live reports.

Torn Banner Studios

Oct 2022 – Sept 2024

Core Tech & Game Programmer · Remote

  • Collaborated across design, art, and production teams to build core gameplay systems for No More Room in Hell 2, ensuring development milestones hit performance targets and aligned with creative direction.
  • Coordinated the technical onboarding, code migration, and knowledge transfer during Torn Banner’s acquisition of Lever Games, maintaining production momentum without losing institutional knowledge.
  • Moved to the core tech team in June 2024, focusing on backend development, performance profiling, optimization, and DevOps.

Lever Games

Jul 2021 – Oct 2022

Game Programmer · Remote · Toronto, Canada

  • Developed and implemented key features for No More Room in Hell 2, including crafting systems, player and weapon stats, and Steam achievements. Prototyped all new features in UMG, enabling efficient development and seamless designer integration.
  • Implemented positional VoIP using Wwise and Epic Online Services, enabling spatial voice audio for up to 8 simultaneous players.
  • Maintained development momentum through Lever Games’ acquisition by Torn Banner Studios and assisted with knowledge transfer to preserve the game’s vision and features.

VR Neighborhood

Mar 2022 – Apr 2022

Programmer · Remote

  • Implemented Vivox voice chat and consulted on network replication.

True Sight Projects

Mar 2021

Programmer · Remote · Høje Taastrup, Denmark

  • Implemented Steamworks and a Steamworks party system in an unannounced project.

Onessus

Mar 2021

Game Programmer · Remote

  • Converted Unreal Engine Blueprints to C++ in the video game HodlGod.
  • Implemented abilities using the Gameplay Ability System (GAS) and fixed UMG/UI issues.

AEXLAB

Feb 2020 – Mar 2021

Game Programmer · Remote · Miami, FL

  • Worked closely with the Technical Director and CTO on VAIL, converting inefficient Blueprints into well-optimized C++ and maintaining the extensive codebase.
  • Led project-wide optimizations to enhance overall system performance.
  • Established and maintained an automated testing suite, using Jenkins CI for continuous integration.
  • Rebuilt and redesigned the GameMode architecture to improve scalability and maintainability.
  • Implemented Linux support for dedicated servers and Amazon’s AWS GameLift service.
  • Implemented the Vivox VoIP service in C++ using the Vivox SDK, and Steam Parties.

Plus Infinity Studios

Dec 2020 – Jan 2021

Game Programmer · Remote · Longmont, CO

  • Worked on Midjungard: Steam microtransactions, player data storage (such as stats) using AWS DynamoDB, and Linux support for the dedicated server.

Chain Gang Entertainment

Dec 2018 – Nov 2019

Web Developer & Game Programmer · Remote · Seattle, WA

  • As Web Developer (Mar 2019 – Nov 2019), developed and maintained the website for the game and the company, built with Django (Python), including a forum, blog, and store developed from the ground up.
  • As Game Programmer (Dec 2018 – Feb 2019), worked on FREEDOME, built with Unreal Engine 4.

HiveMind Games

Apr 2019

Consultant · Remote · Rochester, NY

  • Consulted with the team’s programmers on a video game project (C++ and Unreal Engine 4 Blueprints).

Ashland Creative Entertainment

May 2018 – Apr 2019

Founder · Ashland, KY

  • Founded a video game publisher and developer, serving as Creative Director with a focus on team development and the creative direction of new IP.
  • Worked as a software engineer on the studio’s projects in C++.

Cat Code Games

Oct 2018

Game Programmer · Remote · Orlando, FL

  • Worked on WANTED (previously Hell Hunt, now Wanted in Hell), adding the wanted system, the battle royale style zone, and other smaller features.

Skills

Strategic Planning; Strategic Partnerships; Revenue Modeling & Forecasting; Contract Negotiations; Account Management; Platform Distribution (Steam, Epic); Product Roadmapping; Storefront Optimization; Live Operations Analytics; Pitch Deck Development (Keynote/PPT); Unreal Engine (C++ & Blueprints); Multiplayer Architecture & Network Replication; Backend & Infrastructure Integration (AccelByte, EOS, Steamworks); Release Management & CI/CD Pipelines

Education

Boyd County High School