I am a Principal Engineer and Software Architect with 24 years of experience delivering high-performance systems across AAA games, real-time wagering platforms, blockchain infrastructure, and embedded environments. I enjoy building resilient, scalable software and mentoring teams to operate at peak productivity, turning complex challenges into actionable solutions for designers, artists, engineers, and stakeholders. I specialize in Unity-based game systems, distributed infrastructure, performance optimization, and cross-platform multiplayer environments. I strive for maintainable architectures and production stability, translating technical complexity into clear, practical plans that empower teams to deliver great products.

Craig S. Murray

I am a Principal Engineer and Software Architect with 24 years of experience delivering high-performance systems across AAA games, real-time wagering platforms, blockchain infrastructure, and embedded environments. I enjoy building resilient, scalable software and mentoring teams to operate at peak productivity, turning complex challenges into actionable solutions for designers, artists, engineers, and stakeholders. I specialize in Unity-based game systems, distributed infrastructure, performance optimization, and cross-platform multiplayer environments. I strive for maintainable architectures and production stability, translating technical complexity into clear, practical plans that empower teams to deliver great products.

Available to hire

I am a Principal Engineer and Software Architect with 24 years of experience delivering high-performance systems across AAA games, real-time wagering platforms, blockchain infrastructure, and embedded environments. I enjoy building resilient, scalable software and mentoring teams to operate at peak productivity, turning complex challenges into actionable solutions for designers, artists, engineers, and stakeholders.

I specialize in Unity-based game systems, distributed infrastructure, performance optimization, and cross-platform multiplayer environments. I strive for maintainable architectures and production stability, translating technical complexity into clear, practical plans that empower teams to deliver great products.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Work Experience

Senior Unity Developer at Small Fortune Games / Big Boat Interactive
January 1, 2021 - January 1, 2025
Ported and modernized classic titles into Unity for Skillz platform deployment. Ensured performance, stability, and gameplay fidelity across all releases. Developed build and deployment system for multi-platform targeting including iOS, Android, PC, and Mac.
Principal Engineer at Oddworld Inhabitants – Oddworld: Soulstorm
January 1, 2019 - January 1, 2021
Core systems engineer on AAA Unity title released in 2021. Developed and enhanced multiple gameplay systems including NPC AI and physics control, health/mana systems, crafting system, UI/UX architecture, localization framework, and 3rd-party library integrations.
Founding Infrastructure Engineer at EOS BlockSmith
January 1, 2018 - January 1, 2019
Part of the founding team of BlockSmith, EOS Block Producer. Designed distributed topology of nodeos instances (API, P2P, proxy, bnet, producer nodes). Built real-time monitoring and alerting systems for 24/7 uptime assurance. Created analytical dashboards to monitor EOS RAM ownership and utilization trends.
Contract Engineer at Rebellion / Big Boat Interactive – Oklahoma City
January 1, 2015 - January 1, 2018
Impactful contributor on Battlezone 98 Redux and Battlezone 2 Combat Commander. Architected multiplayer server enabling cross-platform play across Steam, GOG, and Apple users. Implemented Steam and GOG integration including matchmaking & lobby systems, workshop support, achievements, Steam P2P networking; built resolution-independent UI in Direct3D.
Contract Developer at NUEQ – Oklahoma City
January 1, 2015 - January 1, 2015
Built ticket archive and reporting system for POS platform. Enabled cloud and on-site hybrid reporting. Developed kiosk-based banking communication system with real-time web chat.
Principal Architect & Lead Engineer at QuiBids – Oklahoma City
January 1, 2012 - January 1, 2015
Architected multi-game web platform supporting rapid game development. Designed CI/CD pipelines integrated with Jira and Git. Led development of 8 independent game titles and a spinning-reel casino engine. Implemented scalable game framework across web and mobile platforms.
Principal Engineer / Team Lead at RockYou – Redwood City, CA
January 1, 2010 - January 1, 2012
Architected synchronous multiplayer Facebook game 'Hooked' along with supporting titles. Led team of 7 engineers. Developed full-stack multiplayer infrastructure using OAuth-style integration.
Lead Developer & Client Architect at Cantor Gaming – Nevada
January 1, 2008 - January 1, 2010
Developed cutting-edge sports wagering client system for M casino. Designed real-time wagering control systems for predictive betting models. Built scalable multi-resolution architecture supporting diverse hardware environments. Implemented CI pipelines and component libraries across the application suite.
Senior Engineer at International Game Technology (IGT) – Nevada
January 1, 2006 - January 1, 2008
Developed C++ game content for AVP embedded platform. Implemented progressive Wheel of Fortune slot systems. Worked on regulated systems across hundreds of jurisdictions.
Senior Developer at Summit Gaming – Nevada
January 1, 2004 - January 1, 2006
Designed core gaming framework and reusable component libraries. Created multi-site progressive jackpot systems. Optimized performance for legacy embedded platforms.
Lead Client Developer & Architect at U1 Gaming – Nevada
January 1, 2002 - January 1, 2004
Architected UI framework for next-gen gambling machines. Designed reusable asset and workflow systems. Integrated ActionScript UI into embedded C++ platform environments.

Education

BS Computer Science at Purdue University
January 11, 2030 - January 1, 2001

Qualifications

University-Level Instructor: Flash, Java, C++, VB (Purdue University)
January 11, 2030 - January 22, 2026
Published Author: Macromedia Flash MX 2004 Game Programming
January 11, 2030 - January 22, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services, Education

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
See more

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