Michael John Goodwin

Gameplay Engineer

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Game Developer

Seasoned Software Engineer with decades of experience in the game development industry. My desire for creating immersive and captivating gaming experiences has driven me to continually innovate and adapt to emerging technologies, ensuring my ability to deliver exceptional results on top-tier products in this fast-paced industry. Through the years I have honed my skills, consistently contributed to the success of numerous projects, and fostered collaborative, high-performing teams.

michael.john.goodwin@gmail.com

Los Angeles, CA

michaelgoodwin.dev

linkedin.com/in/michaeljohngoodwin

github.com/squeezymcfeelpants

technical skills

Full-stack / REST APIs

HTML

CSS

Node.js + Express

JavaScript (ES6)

Unity / C#

MongoDB

C++ / OOP

Jira

Confluence

Jenkins

other interests

Woodworking

Home DIY/Maker

Musical Theater

Arduino

Volun-tech-ing

work experience

Feb 2020 - Oct 2023

Play Vista & Culver City, CA

Full-stack developer for various systems and features for mobile RPG Marvel: Strike Force. Tech used: Unity / C#, Node.js, Express, JavaScript ES6, MongoDB

Web developer on Live Operations game support tools for Marvel: Strike Force. Tech used: HTML, CSS, EJS, MongoDB

Jul 2014 - Feb 2020

Culver City & Playa Vista, CA

Full-stack feature developer for mobile RPG Marvel: Strike Force.

Full-stack (client UI focused) feature developer for mobile RPG This Means War!

Mar 2010 - Dec 2010 & Jul 2013 - Jul 2014

As sole proprietor of my own game development company, I designed, developed and published the iOS word anagram games Word Flurry and Word Flurry Free for the Apple App Store. In 2014, the title was updated, enhanced and re-published. Tech used: XCode, Objective-C, OpenGL ES

Although no longer available in the App Store, Word Flurry was rated 4.5 of 5 stars by customers.

Dec 2010 - Jun 2013

Culver City, CA

Released the Facebook web titles Empires & Allies and CoasterVille. I was responsible for full-stack implementations of various game features, both leading up to product release, and in support of the live games after release.

Mar 1999 - Mar 2010

Bel Air & Playa Vista, CA

EA: Generalist engineer with 11 published titles, worked primarily in the areas of gameplay, AI, and UX/UI. I contributed to nearly every FPS (Medal of Honor) and RTS (Command & Conquer) franchise product the studio released during my time here.

DWI: Gameplay engineer, worked on an Unreal-based prototype of the initial Medal of Honor product. I shipped the PC title Clive Barker's Undying, for which I implemented 100% of the character AI.

education

Bachelor of Science, Information & Computer Science

University of California, Irvine