
Game Developer
He has worked for Fortune 500 company Take2 Interactive in Seattle, WA, USA. In this role, he developed a mission editor that enabled faster and cheaper missions. He was part of the successful and technically acclaimed Kerbal Space Program franchise, contributing to developing features and systems from the ground up.
Some of John's achievements include playing a central role in two successful Kerbal Space Program expansions and significantly contributing to the development of several major features. Both expansions and the game have sold more than three million copies worldwide.
Implemented modular development practices, encouraging feedback and iterations.
Owned the Mission System: Designed and Programmed a way of making Missions faster and cheaper for the team.
Enhanced system efficiency and UI-UX usability to streamline content development and testing, significantly reducing both cost and turnaround time for mission creation. Applying Unit tests when necessary to validate core functionality.
Co-Owned the Vessel's Staging Stack: Managed and advanced this critical component by implementing part grouping features and resolving numerous complex bugs, thereby improving reliability and functionality in one of the most intricate systems in KSP.
Cross-Disciplinary Collaboration: Acquired in-depth knowledge of systems architecture under the mentorship of veteran Designers and Engineers. Consistently played a pivotal role as a team player by mentoring peers at all levels in system operations and Unity development, fostering a collaborative and knowledgeable team environment.

Full Stack Software Engineer for Kerbal Space Program for 5 Years
Key Contributor in KSP Expansions: Played a central role in both successful expansions, significantly contributing to the development of several major features.
Developed the Vessel Inventory System: Spearheaded the implementation of the vessel inventory system, integrating Kerbal character management and enhancing gameplay complexity and interactivity.
System Optimization and Debugging: Addressed and resolved intricate issues within critical systems such as the Staging Stack, Part Modules, and Event System, enhancing system reliability and performance.
Localization Implementation: Successfully localized thousands of UI elements, vastly improving the game's accessibility and user experience across diverse global markets.
Advanced Input System Development: Engineered a sophisticated input system to facilitate UI navigation, supporting both keyboard and gamepad inputs. This development significantly enhanced the usability of complex UI systems.
Worked on mobile FPS games, where I created and implemented complete game assets with textures, 3D models, animations, particles, and Sfx.
Lead programmer for the Steam game Block Survival: Legend of the Lost Islands
Developed the main systems like AI behaviors, inventory system, Jump pads, progression, and cutscenes.



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