I'm a software engineer with 13+ years building interactive experiences, from indie games to military training systems and robotic fitness equipment. I specialize in solving hard problems at the intersection of software and hardware: real-time robotics control, orbital mechanics simulations, procedural content generation, and VR performance optimization. I've led teams of 5 to 25 engineers and delivered projects for clients including Atari and Subaru. I actively leverage AI tools to accelerate development, from rapid prototyping and code generation to debugging and technical documentation.

Mike Maulbeck

I'm a software engineer with 13+ years building interactive experiences, from indie games to military training systems and robotic fitness equipment. I specialize in solving hard problems at the intersection of software and hardware: real-time robotics control, orbital mechanics simulations, procedural content generation, and VR performance optimization. I've led teams of 5 to 25 engineers and delivered projects for clients including Atari and Subaru. I actively leverage AI tools to accelerate development, from rapid prototyping and code generation to debugging and technical documentation.

Available to hire

I’m a software engineer with 13+ years building interactive experiences, from indie games to military training systems and robotic fitness equipment. I specialize in solving hard problems at the intersection of software and hardware: real-time robotics control, orbital mechanics simulations, procedural content generation, and VR performance optimization.

I’ve led teams of 5 to 25 engineers and delivered projects for clients including Atari and Subaru. I actively leverage AI tools to accelerate development, from rapid prototyping and code generation to debugging and technical documentation.

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Work Experience

Tech Lead (VR) at Black Box VR Fitness
July 1, 2022 - Present
Led VR development for a fitness platform combining virtual reality gaming with automated cable resistance machines. Architected and rewrote the robot communication interface to improve stability and safety while expanding the exercise library. Built hardware emulation systems enabling remote developers to work without physical access to the machines, critical for scaling a distributed team. Developed VR emulators that cut iteration time during development cycles. Created C++ wrapper libraries bridging managed code with Unity, plus WPF/WinForms companion apps for kiosk management. Drove performance optimization initiatives focused on garbage collection reduction, overdraw elimination, and frame amortization to maintain 90+ FPS during VR gameplay, especially when exercising. Integrated LLM tools to accelerate development workflows.
Chief Technology Officer at Virtual Reality Rehab
September 1, 2021 - July 1, 2022
Promoted from engineer to lead technical strategy for a defense-focused XR studio. Transitioned engineering team to Agile with structured sprint planning and weekly 1:1s. Owned technical architecture decisions across multiple concurrent government contracts. Expanded company portfolio into mobile games (iOS/Android) by leveraging industry contacts. Led client acquisition including proposal writing and technical presentations.
Unity AR/VR Engineer at Virtual Reality Rehab
January 1, 2019 - September 1, 2021
Built military-grade XR applications requiring exceptional stability and quality. Developed HoloLens AR guidance systems for amphibious vehicles featuring procedurally generated safe-zone meshes. Implemented computer vision hand-pose detection for gesture-based interfaces. Contributed to large-scale codebases with multiple engineers, participating in rigorous code reviews managed on Azure DevOps. Built companion applications in .NET and Python to support primary Unity projects.
Senior Unreal Developer at Vermeer
July 1, 2018 - December 1, 2018
Contracted to develop Space Force training simulation with complex orbital mechanics. Implemented Hohmann and Lambert transfer calculations for realistic orbital maneuvering across multiple celestial bodies. Built responsive UI systems displaying hundreds of computed transfer options without frame drops. Networked the simulation for online multiplayer. Prepared architecture for machine learning AI opponent training. Ported application from desktop to Microsoft HoloLens.
Unity Engineer & Level Designer at Workinman Interactive
January 1, 2017 - June 1, 2018
Solo-developed complete singleplayer mode for "Food Truck Frenzy" (iOS/Android) while coordinating with the main multiplayer team. Built custom level editor tooling and designed 200+ levels. Completed Firebase Analytics integration. Managed complex branch merging between diverging singleplayer and multiplayer codebases.
Game Development Instructor at Game-U
June 1, 2016 - February 1, 2018
Taught Unity, Unreal, Java, and 3D modeling to adults with special needs. Authored curriculum including the organization's first VR development courses. Produced video lesson content for asynchronous learning. Developed Java courses using Processing framework.
Lead Programmer & Co-Founder at Code Avarice
March 1, 2011 - February 1, 2018
Founded indie studio in high school; shipped 5 commercial titles across all major platforms as sole programmer. Passed Sony, Microsoft, and Nintendo certification processes for console releases. Projects included Paranautical Activity, Arkshot, Season's Beatings, ParaSHOTical ARKtiviBeatings, and DimensionZ. Handled all programming, game design, level design, sound design, and led a 4-person remote team.

Education

B.S. Computer Science at Montclair State University
January 11, 2030 - February 12, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

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