I'm Ellie Daisy McGoun, a software and game developer with over nine years of experience. I build robust systems and engaging games using C#, Java, C++, and cloud technologies like AWS, with a focus on performance, reliability, and scalable CI/CD automation. I've shipped mobile and PC titles with Unity, built client-server networking, and optimized engines and tooling. I value clean software architecture, collaboration with artists and designers, and turning ideas into polished features that players enjoy.

Ellie Daisy McGoun

I'm Ellie Daisy McGoun, a software and game developer with over nine years of experience. I build robust systems and engaging games using C#, Java, C++, and cloud technologies like AWS, with a focus on performance, reliability, and scalable CI/CD automation. I've shipped mobile and PC titles with Unity, built client-server networking, and optimized engines and tooling. I value clean software architecture, collaboration with artists and designers, and turning ideas into polished features that players enjoy.

Available to hire

I’m Ellie Daisy McGoun, a software and game developer with over nine years of experience. I build robust systems and engaging games using C#, Java, C++, and cloud technologies like AWS, with a focus on performance, reliability, and scalable CI/CD automation.

I’ve shipped mobile and PC titles with Unity, built client-server networking, and optimized engines and tooling. I value clean software architecture, collaboration with artists and designers, and turning ideas into polished features that players enjoy.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Programmer at Thoughtfish
January 1, 2022 - October 1, 2025
Primarily worked with Unity Engine on Android and iOS mobile games as well as PC titles. Developed and integrated client-server networking systems, handling data exchange between Unity clients and AWS-backed services. Set up and managed CI/CD pipelines for iOS, Android, and Windows builds using GitLab, fastlane, Docker, and custom build machines. Created documentation for configuring CI/CD settings in new projects. Spearheaded optimization of the voxel engine in Earthscape, implementing greedy meshing and code improvements. Transformed real-world building shape data into modular block representations while preserving the original shape and size. Leveraged Unity's Burst compiler for multi-threaded performance improvements.
Software Engineer II at Vizrt
April 1, 2019 - December 31, 2021
Worked primarily on the front-end when started, gradually taking on more back-end responsibilities due to a single back-end developer. Took over back-end ownership after the back-end developer left, managing REST APIs, Oracle DB, and Vizrt's Graph Hub database. Refactored back-end services to improve stability and performance and documented onboarding processes.
Game Developer at Imperium 42 Game Studio
January 1, 2015 - December 31, 2019
Led gameplay and multiplayer development for the studio's main title, Throne of Lies. Managed GUI development, 3D integration, animation systems, and gameplay balancing. Collaborated with artists and designers to bring ideas to life and ensure features fit the game's vibe.

Education

Bachelor of Science in Computer Science at Appalachian State University
January 1, 2010 - January 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Media & Entertainment