Full-stack software engineer building real-time simulation and interactive applications for defense and gaming clients. I blend strong engineering fundamentals with game/3D systems experience to deliver reliable, performance-focused products. I’ve shipped AR geospatial tracking, modular internal toolkits, and high-traffic multiplayer gameplay features. I enjoy ownership end-to-end, collaborating across design and engineering, and using Agile workflows to drive teams to on-time, measurable outcomes.

Thomas Spalter

Full-stack software engineer building real-time simulation and interactive applications for defense and gaming clients. I blend strong engineering fundamentals with game/3D systems experience to deliver reliable, performance-focused products. I’ve shipped AR geospatial tracking, modular internal toolkits, and high-traffic multiplayer gameplay features. I enjoy ownership end-to-end, collaborating across design and engineering, and using Agile workflows to drive teams to on-time, measurable outcomes.

Available to hire

Full-stack software engineer building real-time simulation and interactive applications for defense and gaming clients. I blend strong engineering fundamentals with game/3D systems experience to deliver reliable, performance-focused products.

I’ve shipped AR geospatial tracking, modular internal toolkits, and high-traffic multiplayer gameplay features. I enjoy ownership end-to-end, collaborating across design and engineering, and using Agile workflows to drive teams to on-time, measurable outcomes.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Language

Work Experience

Junior Full Stack Developer (Impacted by layoffs) at Booz Allen Hamilton
May 1, 2023 - March 1, 2025
Leveraged C# and Unity to build real-time simulation and training applications for defense clients. Engineered modular software toolkits used across internal projects, reducing setup time for non-engineers by 15%. Developed a real-time AR geospatial tracking system integrating live data feeds with 3D world maps for wargaming scenarios. Led end-to-end engineering and design for the IVER Maintenance Course project, delivering ahead of schedule. Facilitated Agile ceremonies and served as interim lead for teams of 5–10 developers. Optimized performance and reliability by improving bug tracking workflows in Jira, decreasing critical production errors by 20%.
Technical Designer (Impacted by layoffs) at Mojang Studios
August 1, 2022 - November 1, 2022
Contributed to the R&D Live Events team for Minecraft Live Mob Vote 2022. Scripted, modded, and debugged core gameplay mechanics for server-side minigames using TypeScript and JavaScript. Supported high-traffic multiplayer events serving millions of concurrent users. Implemented a localization system for in-game text enabling dynamic translation into 100+ languages. Collaborated with cross-functional engineering and design teams to implement anti-griefing security measures.
Gameplay Programming Intern at BoardScore Inc.
February 1, 2022 - July 1, 2022
Worked on core development of the YouRiding mobile game. Diagnosed and resolved critical rendering and camera clipping bugs in Unity3D, improving visual stability by 10%. Partnered with senior engineers to refine C# code structures, enhancing overall game performance on mobile devices.

Education

MS in Computer Science at DigiPen Institute of Technology
January 11, 2030 - July 1, 2023
BS in Architecture at Washington University in St. Louis
January 11, 2030 - May 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Professional Services