I'm Michael Joyce, a performance-focused software engineer with over a decade of experience building real-time gameplay systems and runtime architectures in Unity and C#. I co-founded Pan Simula and serve as Lead Gameplay Systems Developer, architecting high-performance gameplay systems and guiding optimization across shipped titles. I measure before optimizing and embrace pragmatic, practice-driven approaches to engineering challenges. Recently I expanded into JavaScript backend and live-ops tooling, delivering AI-assisted workflows, UI tooling, and scalable systems for live multiplayer platforms. I enjoy mentoring junior developers, collaborating across disciplines, and shipping robust, enjoyable gameplay experiences under demanding constraints.

Michael Joyce

I'm Michael Joyce, a performance-focused software engineer with over a decade of experience building real-time gameplay systems and runtime architectures in Unity and C#. I co-founded Pan Simula and serve as Lead Gameplay Systems Developer, architecting high-performance gameplay systems and guiding optimization across shipped titles. I measure before optimizing and embrace pragmatic, practice-driven approaches to engineering challenges. Recently I expanded into JavaScript backend and live-ops tooling, delivering AI-assisted workflows, UI tooling, and scalable systems for live multiplayer platforms. I enjoy mentoring junior developers, collaborating across disciplines, and shipping robust, enjoyable gameplay experiences under demanding constraints.

Available to hire

I’m Michael Joyce, a performance-focused software engineer with over a decade of experience building real-time gameplay systems and runtime architectures in Unity and C#. I co-founded Pan Simula and serve as Lead Gameplay Systems Developer, architecting high-performance gameplay systems and guiding optimization across shipped titles. I measure before optimizing and embrace pragmatic, practice-driven approaches to engineering challenges.

Recently I expanded into JavaScript backend and live-ops tooling, delivering AI-assisted workflows, UI tooling, and scalable systems for live multiplayer platforms. I enjoy mentoring junior developers, collaborating across disciplines, and shipping robust, enjoyable gameplay experiences under demanding constraints.

See more

Language

English
Fluent
French
Advanced

Work Experience

Co-Founder | Lead Gameplay Systems Developer at PanSimula Indie Game Studio
March 1, 2017 - Present
Co-founded PanSimula and led design and development of high-performance gameplay and runtime systems across multiple shipped titles. Architected core gameplay, gravity and physics systems, AI, environmental hazards, and procedural interaction. Directed performance profiling, memory optimization, and frame-time stability. Built tooling and pipelines to sustain 60+ FPS in real-time, mentored junior developers, and managed debugging workflows. Led the Galactic Thunderdome physics-based brawler released on Steam in Oct 2024 and contracted/delivered four educational titles for Legends of Learning under royalty-based agreements, negotiating IP rights later.
Freelance UI Developer at ROAM
March 1, 2025 - April 1, 2025
Built runtime UI components using Unity UI Toolkit for an AI-driven game creation platform. Developed a procedural UI generation system using reflection to scrape object data and types at runtime, dynamically constructing interface panels from modular elements. Implemented a lightweight in-app UI animation system.
Course Instructor at Institut Supérieur d'Informatique (Institute Supérieur d'Informatique)
May 1, 2020 - February 1, 2022
Designed and taught courses in C# and algorithms in both classroom and remote learning environments, with emphasis on boolean algebra, data structures, time/space complexity, and algorithm design. Created course materials, lectures, assignments, and examinations. Delivered remote instruction via Microsoft Teams during the COVID-19 pandemic.
Freelance Technical Document Translator at Freelance
February 1, 2018 - October 1, 2019
Translated technical course materials from French to English across a broad range of subjects, ensuring accuracy, clarity, and consistent terminology.
Lead Gameplay Systems Developer at Galactic Thunderdome (Steam project)
October 23, 2024 - October 23, 2024
Directed development of high-fidelity physics-based brawler on Unity/C#; optimized for 60 FPS in extreme scenarios; designed AI, physics, gravity, and environmental systems.
Instructor at Institut Supérieur d'Informatique
May 1, 2020 - February 1, 2022
Designed and taught courses in C# and algorithms in classroom and remote learning environments; focus on boolean algebra, data structures, time/space complexity, and algorithm design.
Technical Translator at Freelance
February 1, 2018 - October 1, 2019
Translated technical course materials from French to English across a wide range of subjects, ensuring accuracy, clarity, and terminological consistency.

Education

Bachelor of Arts — Philosophy at Concordia University
January 11, 2030 - January 1, 2025
Software Engineering & Computer Science (Additional Coursework) at Concordia University
January 1, 2012 - January 1, 2018
DEC — Liberal Arts at CEGEP (Quebec)
September 1, 2009 - May 1, 2012
High School Diploma at Quebec
January 11, 2030 - June 1, 2009
Bachelor of Arts — Philosophy at Concordia University
January 11, 2030 - January 1, 2025
Software Engineering & Computer Science (Additional Coursework) at Concordia University
January 1, 2012 - January 1, 2018
DEC Liberal Arts at CEGEP, Quebec
September 1, 2009 - May 1, 2012
High School Diploma at Quebec
January 11, 2030 - June 1, 2009

Qualifications

Bachelor of Arts — Philosophy
January 11, 2030 - January 1, 2025
Software Engineering & Computer Science (Additional Coursework)
January 1, 2012 - January 1, 2018
DEC — Liberal Arts
September 1, 2009 - May 1, 2012
High School Diploma
January 11, 2030 - June 1, 2009

Industry Experience

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