Full Stack Developer with 7+ years building production systems across gaming, sports betting, and cloud platforms. At PENN Entertainment, I designed and built a custom Go backend framework for a real-time crash game, shipped WebSocket-based live features, and worked across the full stack on platforms serving hundreds of thousands of users. At Simple Duck Studios, I shipped interactive playable ads across runner, puzzle, and simulation genres for globally distributed titles. I bring a product-minded approach to engineering, with experience designing player retention mechanics, engagement loops, and data-driven progression systems. B.S. in Computer Science and Game Design from UC Santa Cruz. I've designed games in Twine 2.0 before, Inform7, and Phaser 2/3 as a majority of my relative work.

Jonathan Winters

Full Stack Developer with 7+ years building production systems across gaming, sports betting, and cloud platforms. At PENN Entertainment, I designed and built a custom Go backend framework for a real-time crash game, shipped WebSocket-based live features, and worked across the full stack on platforms serving hundreds of thousands of users. At Simple Duck Studios, I shipped interactive playable ads across runner, puzzle, and simulation genres for globally distributed titles. I bring a product-minded approach to engineering, with experience designing player retention mechanics, engagement loops, and data-driven progression systems. B.S. in Computer Science and Game Design from UC Santa Cruz. I've designed games in Twine 2.0 before, Inform7, and Phaser 2/3 as a majority of my relative work.

Available to hire

Full Stack Developer with 7+ years building production systems across gaming, sports betting, and cloud platforms. At PENN Entertainment, I designed and built a custom Go backend framework for a real-time crash game, shipped WebSocket-based live features, and worked across the full stack on platforms serving hundreds of thousands of users. At Simple Duck Studios, I shipped interactive playable ads across runner, puzzle, and simulation genres for globally distributed titles. I bring a product-minded approach to engineering, with experience designing player retention mechanics, engagement loops, and data-driven progression systems. B.S. in Computer Science and Game Design from UC Santa Cruz. I’ve designed games in Twine 2.0 before, Inform7, and Phaser 2/3 as a majority of my relative work.

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