I'm Joseph Aurili, a software engineer and game developer with over 20 years of C/C++ experience and more than 30 years building games. I've worked across casino gaming, consumer video games, and flight simulation tools, designing engines, tools, and gameplay systems across Windows, Linux, Android, iOS, and consoles. I thrive on solving intricate architecture problems, cross‑platform challenges, and building robust toolchains, while collaborating closely with art, design, QA, and management to ship polished products. In past roles I led technical efforts, shipped backend features for large titles, and contributed to engine and SDK development across multiple studios.

Joseph Aurili

I'm Joseph Aurili, a software engineer and game developer with over 20 years of C/C++ experience and more than 30 years building games. I've worked across casino gaming, consumer video games, and flight simulation tools, designing engines, tools, and gameplay systems across Windows, Linux, Android, iOS, and consoles. I thrive on solving intricate architecture problems, cross‑platform challenges, and building robust toolchains, while collaborating closely with art, design, QA, and management to ship polished products. In past roles I led technical efforts, shipped backend features for large titles, and contributed to engine and SDK development across multiple studios.

Available to hire

I’m Joseph Aurili, a software engineer and game developer with over 20 years of C/C++ experience and more than 30 years building games. I’ve worked across casino gaming, consumer video games, and flight simulation tools, designing engines, tools, and gameplay systems across Windows, Linux, Android, iOS, and consoles. I thrive on solving intricate architecture problems, cross‑platform challenges, and building robust toolchains, while collaborating closely with art, design, QA, and management to ship polished products. In past roles I led technical efforts, shipped backend features for large titles, and contributed to engine and SDK development across multiple studios.

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Experience Level

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

English
Fluent

Work Experience

Game Engine Developer at Knife Edge Software
February 1, 2021 - Present
Explored and improved game engine architecture for Real Flight, a 3D radio controlled flight simulator. Converted the C++ engine and game code from 32-bit to 64-bit. Designed and implemented a command system to serve as the backend for a newly added HTML based GUI SDK, and implemented the required commands. Updated use of custom legacy objects to standard C++ containers. Used Unreal 5 game engine to implement a game. Administrator on Perforce source control and Google drive. Implemented tools and APIs for use in flight simulator software using C++, SDL3 and ImGui.
Senior Software Engineer at Planet Bingo
January 1, 2021 - October 4, 2025
Collaborated on the design and architecture of a new client/server gaming platform in C# and C++. Researched existing company software and explored technologies that will allow for a flexible and functional system for the long term. Implemented a functional demo of a next generation game client in C++ as a proof of concept for rendering speed, video playback, algorithm performance, new UI layouts, and demonstration of planned features. Tested client hardware candidates to determine suitability for placement in the field.
Senior Software Engineer at Technology Exclusive
February 1, 2019 - October 4, 2025
Primarily a C++, Visual Studio, and SVN development environment. Converting slot machine and keno game code bases for use in various markets in embedded Windows and Linux. Added SAS (Slot Accounting System) protocol to existing games. Developed game prototypes with the Godot engine using a python like scripting language. Developed a game SDK for rendering, sound, and I/O support, and a prototype slot machine App for Android using C++ and Java. Developed a demo slot machine game for the Raspberry Pi.
Senior Software Engineer Contractor at Electronic Arts
July 1, 2017 - October 4, 2025
Implemented backend features using C++ and an OO database tool in an Agile environment to release NBA Live 2018 for the Xbox One and PS4 console platforms.
Senior Software Engineer Contractor at Aristocrat Technologies
June 1, 2016 - October 4, 2025
Resolved C/C++ issues in core casino game code base under both Windows and embedded Linux in an Agile environment. Developed features for mechanical stepper slot machines.
Independent Software Engineer at Independent / Self-Employed
July 1, 2015 - October 4, 2025
Developed Android and iOS game software, coded in C++ using the Visual Studio IDE. Built on a custom cross platform framework and SDK (game logic, rendering, sound, and I/O) with support for Marmalade and SDL SDKs. Implemented support for features including In-App purchase, Game Center, Local Notifications, Facebook, Twitter, Email, and Rest Server API based Advertisements.
Principle Software Engineer Contractor at VIP Games
November 1, 2013 - October 4, 2025
Lead technical and asset coordination for the team. Developed cross platform Windows/iOS slot machine applications for four slot machine titles for use in marketing of the slot machine design packages. Coded in C++ using the Visual Studio IDE, Marmalade, App Game Kit, and SDL SDKs.
Principal Software Engineer Contractor at Beyer Productions
March 1, 2013 - October 4, 2025
Lead technical and asset coordination for the team. Developed front end applications for over 70 Windows based casino style games for multiple clients. Developed a toolkit used to provide rendering, sound, video, and I/O support for all the games. Coded in C++ using the Visual Studio IDE, DirectX, OpenGL, Rad Bink, and SDL SDKs as well as Tiny XML, zlib, mySQL and SVN.
Game Programmer at uWink Inc.
July 1, 2002 - October 4, 2025
uWink was founded and led by Nolan Bushnell, founder of Atari. I was a Game Programmer for Zillionaire - a trivia game in the spirit of 'Who Wants to be a Millionaire', the company's top game for over 6 months. Also programmed Zillionaire Sports, Are You An Expert?, Bloxx Buster, Connections, Sports Connection, Miss-Fits, Going, Going, Gone, Fantasy Football and Universal Numerology. Developed games in C under Windows and Linux.
Lead Programmer at XATRIX ENTERTAINMENT / GRAY MATTER INTERACTIVE STUDIOS
May 1, 2000 - October 4, 2025
Lead Programmer for Redneck Rampage Rides Again, a CD-ROM 3-D action game using the Build Engine. Programmer for Redneck Deer Huntin’, a CD-ROM 3-D hunting game utilizing the Build Engine. Senior Software Engineer for Kingpin Life of Crime, a Windows 3-D action/adventure game using a modified version of the Quake II Engine. Software Engineer/AI designer for Return to Castle Wolfenstein, a Windows 3-D action/adventure game utilizing a modified version of the Quake III Engine. Added features to the level builder tool.
Game Engine Developer at Knife Edge Software
February 1, 2021 - Present
Explored and improved game engine architecture for Real Flight, a 3D radio controlled flight simulator. Converted the C++ engine and game code from 32-bit to 64-bit. Designed and implemented a command system to back an HTML-based GUI SDK; updated legacy objects to standard C++ containers. Used Unreal 5 to implement a game. Administered Perforce and Google Drive. Built tools and APIs for flight-sim software using C++, SDL3, and ImGui.
Senior Software Engineer at Planet Bingo
January 1, 2021 - October 4, 2025
Collaborated on the design and architecture of a new client/server gaming platform in C# and C++. Researched existing software and technologies to enable a flexible, long-term system. Implemented a functional demo of a next-gen game client in C++ as a proof of concept for rendering speed, video playback, algorithm performance, new UI layouts, and planned features. Tested client hardware candidates for field suitability.
Senior Software Engineer at Technology Exclusive
February 1, 2019 - October 4, 2025
Primarily a C++, Visual Studio, and SVN development environment. Converted slot machine and keno game codebases for embedded Windows and Linux. Added SAS (Slot Accounting System) protocol. Developed game prototypes with Godot using a Python-like scripting language. Built a game SDK for rendering, sound, and I/O; created a prototype slot-machine Android app in C++ and Java. Delivered a demo slot machine game for Raspberry Pi.
Senior Software Engineer Contractor at Electronic Arts
July 1, 2017 - October 4, 2025
Implemented backend features using C++ and an OO database tool in an Agile environment to release NBA Live 2018 for Xbox One and PS4.
Senior Software Engineer Contractor at Aristocrat Technologies
June 1, 2016 - October 4, 2025
Resolved C/C++ issues in core casino game code for Windows and embedded Linux in an Agile environment. Developed features for mechanical stepper slot machines.
Independent Software Engineer at Independent Software Engineer (Remote)
July 1, 2015 - October 4, 2025
Developed Android and iOS game software in C++ using a custom cross-platform framework and SDK (game logic, rendering, sound, I/O) with Marmalade and SDL. Implemented In-App Purchase, Game Center, Local Notifications, Facebook, Twitter, Email, and REST-based advertisements. Self-published apps and built native Android versions in C++ and Java.
Principal Software Engineer Contractor at Hipnosis Studios
September 1, 2015 - October 4, 2025
Ported and updated vintage licensed games for iOS; enhanced custom framework. Released Bloxx Arcade (iOS/Android) to the App Store and Google Play with multiple updates.
Principal Software Engineer Contractor at VIP Games
November 1, 2013 - October 4, 2025
Led technical and asset coordination. Developed cross-platform Windows/iOS slot machine applications for four titles. Worked with Marmalade, App Game Kit, SDL; built a toolkit enabling rendering, sound, video, and I/O support.
Principal Software Engineer Contractor at Beyer Productions
March 1, 2013 - October 4, 2025
Led technical and asset coordination. Developed front-end Windows casino-style games for multiple clients. Built a rendering/sound/video/I/O toolkit; C++ with Visual Studio, DirectX, OpenGL, Rad Bink, SDL; TinyXML, zlib, MySQL, SVN.
Game Programmer at UWINK INC.
July 1, 2002 - October 4, 2025
Programmed Zillionaire, a trivia game; also worked on Zillionaire Sports, Are You An Expert?, Bloxx Buster, and more. Worked on Games for Windows and Linux in C.
Lead Programmer at XATRIX ENTERTAINMENT / GRAY MATTER INTERACTIVE STUDIOS
May 1, 2000 - October 4, 2025
Lead Programmer for Redneck Rampage Rides Again; Programmer for Redneck Deer Huntin’. Senior Software Engineer for Kingpin Life of Crime. Software Engineer/AI designer for Return to Castle Wolfenstein. Added features to the level builder tool.
Game Engine Developer at Knife Edge Software
February 1, 2021 - Present
Explored and improved Real Flight engine architecture; migrated engine and game code from 32-bit to 64-bit. Designed and implemented a command system for a new HTML-based GUI SDK and integrated required commands. Refactored legacy objects to standard C++ containers. Used Unreal Engine 5 to implement a game. Served as Perforce administrator and managed assets on Google Drive. Built tools and APIs for flight-sim software using C++, SDL3 and ImGui.
Senior Software Engineer at Planet Bingo
January 1, 2021 - October 4, 2025
Collaborated on design and architecture of a new client/server gaming platform in C# and C++. Researched existing software and explored long-term technologies to enable a flexible system. Implemented a functional demo of a next-generation game client in C++ to assess rendering speed, video playback, algorithm performance, UI layouts, and planned features. Evaluated and tested client hardware candidates for field deployment.
Senior Software Engineer at Technology Exclusive
February 1, 2019 - October 4, 2025
Primary focus on C++, Visual Studio, and SVN in an embedded Windows and Linux environment. Converted slot machine and keno game code bases for multiple markets. Added SAS (Slot Accounting System) protocol to existing games. Developed game prototypes with the Godot engine using a Python-like scripting language. Built a game SDK for rendering, sound, and I/O support, and created a prototype Android slot machine app using C++ and Java. Produced a Raspberry Pi demo slot machine game.
Senior Software Engineer Contractor at Electronic Arts
July 1, 2017 - October 4, 2025
Implemented backend features using C++ and an OO database tool within an Agile environment to release NBA Live 2018 for Xbox One and PS4.
Senior Software Engineer Contractor at Aristocrat Technologies
June 1, 2016 - October 4, 2025
Resolved C/C++ issues in core casino game code for Windows and embedded Linux in an Agile environment. Developed features for mechanical slot machines.
Independent Software Engineer at Independent Software Engineer
September 1, 2015 - October 4, 2025
Developed Android and iOS game software in C++ using Visual Studio. Built on a cross‑platform framework/SDK (game logic, rendering, sound, I/O) with Marmalade and SDL support. Implemented In-App Purchase, Game Center, Local Notifications, Facebook, Twitter, Email, and REST-driven Advertisements. Ported to multiple platforms including Raspberry Pi.
Principal Software Engineer Contractor at Hipnosis Studios
September 1, 2015 - October 4, 2025
Ported and updated vintage licensed games for the iOS market using and enhancing a custom framework. Released Bloxx Arcade on iOS and Android to the App Store and Google Play, with multiple updates.
Independent Software Engineer at Independent Software Engineer
July 1, 2015 - October 4, 2025
Self-published apps; designed and coded cross‑platform SDK/game logic with emphasis on rendering, sound, and I/O. Implemented in-app purchasing, Game Center, Local Notifications, and REST API-based advertisements. Later ported C++ SDK/apps to native Android in C++ and Java.
Principal Software Engineer Contractor at VIP Games
November 1, 2013 - October 4, 2025
Led technical and asset coordination; developed cross‑platform Windows/iOS slot machine applications for four titles using Visual Studio, Marmalade, App Game Kit, and SDL.
Principal Software Engineer Contractor at Beyer Productions
March 1, 2013 - October 4, 2025
Led technical and asset coordination; developed front-end applications for over 70 Windows-based casino-style games for multiple clients. Built a toolkit for rendering, sound, video, and I/O support; used C++ with DirectX, OpenGL, Rad Bink, SDL, and associated data formats (TinyXML, zlib, MySQL, SVN).
Game Programmer at UWink Inc.
July 1, 2002 - October 4, 2025
Programmed Zillionaire, a trivia game, and its variants (Zillionaire Sports, Are You An Expert?, Bloxx Buster, Connections, etc.). Built games in C for Windows and Linux and contributed to multiple other titles.
Lead Programmer at XATRIX ENTERTAINMENT / GRAY MATTER INTERACTIVE STUDIOS
May 1, 2000 - October 4, 2025
Lead Programmer for Redneck Rampage Rides Again (CD-ROM 3-D action game using the Build Engine). Programmer for Redneck Deer Huntin’ (CD-ROM 3-D hunting game using the Build Engine). Senior Software Engineer for Kingpin Life of Crime (Windows 3-D action/adventure engine). Software Engineer/AI designer for Return to Castle Wolfenstein (Windows 3-D game using a modified Quake III Engine); contributed to level builder tooling.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment, Computers & Electronics

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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