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Single player
Runtime AI character and in-game model editing tools

Senior AI / Gameplay / Full Stack Engineer

Joe
Schwartz

I build games across the full stack, then use Generative AI to push both gameplay and production further.

99.38%Less time from card concept to playable production content through AI tooling.
98.57%Lower server costs through deterministic, seed-driven combat simulation.
Veteran expertiseTrained by 30+ year Original WoW and StarCraft veteran Twain Martin.
3 majorsComputer Science, Physics, and Theatre from UW-Madison.

Build the whole playable system.

Moment-to-moment gameplay, server architecture, runtime generation, editor tooling, production UI, and the integration work that turns separate systems into a shippable game.

Accelerate without losing craft.

I apply Generative AI across engineering, design, 2D and 3D art, animation, VFX, terrain, NPCs, and tooling where it improves iteration and creates new player-facing mechanics.

Engine + Gameplay

Systems that feel good in the player’s hands and hold up in production.

Unreal Engine 5UnityC# / C++Gameplay SystemsEditor ToolsAnimation Pipelines

AI + Generation

Generative systems built into the game, not bolted onto a presentation.

PythonOpenAI / Local LLMsComfyUIRAG + MemoryRuntime AssetsAI Characters

Full Stack

Frontend, backend, cloud, and multiplayer infrastructure for playable releases.

React / Next.jsTypeScriptDjangoBackend APIsDatabasesAzure / Cloudflare

Best fit

Remote senior IC or contract work where gameplay, AI, and production engineering need one owner.

Games shipped
front to back.

Gameplay and engine work, full stack delivery, runtime AI characters, and Generative AI tooling built for live products and production teams.

Goblin King Runtime Character

Selected roles

2017 - Present
Nov 2025 - Present

Senior AI / Gameplay / Full Stack Engineer

Upheaval AI

  • Built an Unreal selection-outline shader plugin and Unity runtime download/caching systems that cut FTUE wait time by about 60 seconds.
  • Fixed tutorial hard locks, added trial modes, streamlined UI, and shipped two Unity games on Android and iOS.
  • Built React and Azure full stack systems across Unreal C++, Unity C#, production AI tools, and music workflows.
UnrealUnityReactAzureAI Tools
Aug 2025 - Nov 2025

Senior AI Game Engineer

Azra Games

  • Built a generative social media manager and production-facing Unity tools.
  • Ported a Python/HTML clicker into a Discord Activity.
  • Improved quest visualization, map tools, editor workflows, and save-data tooling.
PythonUnityDiscord ActivityOdin Tools
Aug 2025 - Sept 2025

Senior AI Game Engineer

Running Bull

  • Led a two-engineer MVP XR shooter build in Unity.
  • Integrated gameplay with a Next.js, React, TypeScript frontend and Django backend.
  • Built an OpenAI-powered real-time voice agent with memory and a web chat UI.
XRUnityNext.jsDjangoVoice AI
June 2024 - Aug 2025

Senior AI / Gameplay / Full Stack Engineer

Upheaval AI

  • Built Unreal and Unity integrations backed by a custom C# stack.
  • Generated game data, images, 3D models, rigged characters, and animation-ready assets.
  • Delivered runtime NPC behavior, RAG systems, API layers, and serverless image infrastructure.
C#ComfyUINPC MemoryPineconeDocker
2022 - 2024

Senior Game Engineer, Full Stack

Tempo Storm

  • Created AI-assisted playable card pipelines for production content.
  • Built deterministic client-side combat simulation and shared C# DLL systems.
  • Shipped event-driven gameplay architecture into Early Access.
UnityC#AI Card ToolsSimulation
2022

C++ Game Engineer

Infinite Games

  • Developed UE4 and UE5 HTTP plugins, backend features, and MySQL support.
  • Built C# automation tools, Blazor admin surfaces, logging, and Swagger APIs.
  • Supported Azure deployment workflows for game and backend services.
UnrealC++MySQLBlazorAzure
2017 - 2022

System Engineer

UW Computer Aided Engineering

  • Automated Windows deployment, SCCM task sequences, and VMware server builds.
  • Packaged App-V software and managed lab-scale software delivery.
  • Handled technical troubleshooting across 700+ engineering machines.
SCCMPowerShellVMwareWindows

Playable systems.
Production leverage.

Games, runtime AI, agent systems, creative tools, and original music built to move from an ambitious idea to something people can use.

01 / 06

01 / 2026

Independent R&D

Unreal Engine MMO

Solo MMO prototype work spanning C++ motion-matching characters, efficient backend architecture, replicated multiplayer, remote user testing, procedural open-world terrain, generated-world previews, and an LLM interface for procedural settings.

An adjacent asset pipeline generates 2D art, converts it to 3D, rigs humanoids, imports assets, and spawns the result into runtime and editor workflows.

UnrealC++NetworkingProcedural TerrainRuntime Assets
02 / Runtime AI

AI Characters

Runtime AI Characters

Generated game data, models, rigs, and behavior so playable agents and NPCs could be created and driven at runtime.

03 / Agent Systems

Memory + Control

LLM NPC Systems

Built NPCs with generated data, memory, thoughts, conversations, decision loops, and an interpretive layer for creating and controlling other agents.

04 / Runtime Tools

AI Tools

In-Game Dreamer

Built in-game tools for modifying 3D models at runtime by editing generated images and regenerating meshes from the result.

06 / Narrative AI

Interactive Story

Choose Your Own Adventure

A Unity app using OpenAI text generation for guided genres, freeform choices, and branching narrative play.

UnityOpenAIProcedural NarrativeInteraction Design
Joe Schwartz

Let’s build
the hard part.

Remote-only senior roles or contracts shipping games where gameplay systems, runtime AI, full stack tools, and production engineering meet.

Working style

I shine in focused teams and independent ownership.

Remote onlySenior IC or contractGameplay + systemsFull stack toolsAI integration

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