Hello! My name is Connor, and I have deep interest in low level programming. I enjoy writing code from scratch, not just for achieving high-performance results without the obfuscation of abstraction layers, but also the sheer control and freedom you're granted when doing so.
My specialty is games and game engines, but of course that boils down to a list of complex systems working in tandem; Platform layers, input systems, audio systems, rendering pipelines, etc. I pride myself on writing all of these things in a tidy, readable, expandable way.
As far as I'm concerned, the simplest way is the most correct, and anything more complex should be an elaboration on top of that. Problems need to be broken down to their basest elements, only expanding when you have proof that the process is performing properly. Abstraction should happen as a natural result of what makes the most sense in any given situation. I find that if you write code in the straightforward, no nonsense way, this process resolves naturally, and the most useful abstractions tend to become obvious.
I appreciate your consideration, you can find my specific work and skills below. Thank you.
Professional Summary:
Dedicated and self-taught Software Engineer with a strong focus on low-level systems programming, game engine architecture, using hand-written code. Proficient in C/C++, data-oriented design, with passion to build complex systems. Driven to learn all about the "bare metal" of machines to optimize performance, and solve complex architectural problems.
Key Projects:
Custom 2D Game Engine (C++) | Sole Dev | 2025 – Present | https://cooksgames.itch.io/cave-man-remake (Password: critchresume2025)
An advanced technical showcase demonstrating realtime software built from the ground up.
- Engine Architecture: Engineered a custom game engine in C++ using the Win32 API with zero external dependencies or libraries.
- Rendering: Implemented a software renderer from scratch, demonstrating deep understanding of graphics programming fundamentals.
- Systems Engineering: Built a robust fixed-step update loop to ensure deterministic gameplay and physics.
- Memory & Assets: Developed a custom asset handling system with manually managed memory to optimize runtime performance.
- Code Hot-Reload: Program code changes take effect immediately without restarting the application, for fast code iteration.
- Developer Console: A command-line where arbitrary functions with arguments can be performed at any point during run-time. Easy to add more commands as needed.
- Custom File Format: Save files are stored using manually crafted strings, which get saved to disk, and manually parsed upon load.
- Immediate Mode UI: Custom UI system for easy setup and iteration.
Cleaning Up Manhattan | Sole Dev | 2024 |
- AI (not LLM): Programmed custom Artificial Intelligence behaviors for enemy entities.
- Systems Design: Designed and implemented a cutscene system and a custom audio handling subsystem.
- Gameplay: Focused on "game feel" and responsive controls in an Action Platformer environment.
CAVE MAN | Sole Dev | 2023 |
- Physics: Developed a dynamic platforming system handling collision detection and gravity.
- Camera Logic: Programmed a dynamic camera system that adapts to player movement and environment scale.
Witchfall: Secrets of Emotica | Programming Assistant | (In development)
- Tooling: Designed the debug system
Education & Continuous Learning:
- Independent Computer Science Study | 2023 – Present
- Focus: Rigorous self-directed study of computer science fundamentals, focusing on how operating systems and hardware interact with software.
- Current Research: Advanced Optimization techniques and Functional Programming paradigms.