# Jade Miller > Software Engineer Location: Kenmore, Washington, United States Profile: https://flows.cv/jademiller Gameplay programmer specializing in Unreal Engine with extensive experience building multiplayer, VR, and editor-based games. Proven ability to architect modular, networked systems and deliver performant gameplay features from prototype to release. Passionate about leveraging deep engine knowledge and C++ expertise to create immersive, scalable game experiences. ## Work Experience ### Senior Software Engineer @ Netvrk Jan 2024 – Jan 2025 | Kenmore, Washington, United States • Implemented a multithreaded, tiled heightmap importer for a 784 sq km terrain, extending the Voxel plugin's size limitations and optimizing large-scale terrain import performance • Converted a Blueprint-based creative editor into C++ gameplay modules, integrating multiplayer networking, the Gameplay Ability System, and Voxel plugin features to improve performance, scalability, and extensibility • Refactored AWS GameLift and Cognito integrations into reusable, SOLID-compliant C++ gameplay modules, creating a generic interface for scalable connectivity using Unreal Engine's AWS APIs • Utilized Unreal Engine's Lyra framework to streamline development and build modular, network-ready gameplay features ### Game Developer @ Stone Razor Jan 2016 – Jan 2025 | Seattle, WA I provide consulting and programming work for Unreal Engine 5 game development. ### Senior Software Engineer @ Psychedelic Games Jan 2022 – Jan 2024 • Developed networked gameplay systems for a third-person shooter prototype, including an open-world bounty system and advanced movement abilities like sprint, slide, and super jump • Refactored core gameplay systems of the "Golden Tides" MOBA using SOLID principles, improving extensibility and maintainability • Applied Gameplay Ability System to build synchronized and predictive multiplayer character abilities • Created modular open-world systems for tracking and progressing tournament objectives, enabling players to engage in free-form competitive gameplay ### Software Engineer @ Samsung SRA / STAR Labs Jan 2021 – Jan 2022 • Collaborated with UX designers to implement features for a multiplayer fitness app, adhering closely to the game design document to maintain a consistent user experience • Integrated AWS backend services, including GameLift (server hosting), Cognito (authentication), and RDS (database management), to support the app's multiplayer infrastructure • Translated Figma-based UX designs into functional UI using Unreal UMG, ensuring high visual accuracy and usability • Established UDP-based communication between a Python script and the app, using a structured JSON protocol to handle discrete input actions ### Software Engineer @ Devster Games Jan 2019 – Jan 2021 • Developed the multiplayer sci-fi VR sword fighting game Swords of Gurrah from prototype to release, with full ownership of combat systems and networked interactions • Engineered advanced VR weapon controls, enhancing immersion and precision in melee combat • Optimized replicated combat interactions to ensure smooth, low-latency sword fighting mechanics • Set up VR player models and armor customization systems using character assets, improving visual feedback and personalization ### Software Engineer @ Dark Slope Jan 2021 – Jan 2021 • Rapidly prototyped a VR multiplayer brawler, laying groundwork for future VR combat systems • Implemented replicated interactions and physical animation, enabling network-synchronized character weight and physical responses • Collaborated with game designers to align gameplay mechanics with technical constraints and player experience • Determined causes of network slowdown using Unreal network profiler and implemented optimization methods, reducing risk of packet loss and de-synchronization • Identified CPU and GPU bottlenecks using profiler tool and implemented solutions to increase frames-per-second and overall user experience ### Software Engineer @ Defcon 5 Studios Jan 2018 – Jan 2021 • Optimized and refactored Blueprint and C++ code for a UE4-based VR training simulator for garbage truck drivers • Developed SQL and C++ backend systems to exchange simulation parameters and telemetry with a connected web application • Integrated advanced hardware into UE4, such as a DBox haptic chair, AccuForce wheel, and Heusinkveld pedals, improving interaction fidelity and simulator capabilities ### Game Developer @ Smart Integrations Jan 2017 – Jan 2019 - Developed a shooting sports game prototype by combining the best aspects of various Unreal Engine marketplace assets and plugins - Performed code reviews on marketplace assets, assessing which parts are usable and which parts need to be refactored or replaced - Collaborated with game designer to create shooting sports game type modules, accessible in a free roam game environment - Created a shotgun shooting simulation with accurate physics interactions - Trained colleagues in best practices when using unreal engine blueprints for game prototype development ### Software Engineer (Junior Role) @ Red Lens Games Jan 2017 – Jan 2017 | Greater Seattle Area • Junior contract programmer for Undead Labs' State of Decay 2• • Collaborated with producers to assess immediate needs and prioritize tasks in a scrum environment • Adhered to high quality coding standards and code reviews of a AAA game studio • Built an event bus for triggering audio and character voice over events on a large C++ and blueprint codebase • Implemented telemetry events using information gathered from all aspects of gameplay • Designed and implemented a dynamic sound memory loading system module using Audiokinetic Wwise plugin ### Courier @ US Dispatch Jan 2015 – Jan 2016 | Seattle, WA US Dispatch was under contract from Amazon to deliver packages for the Prime Now service. Our couriers utilized bicycles to avoid heavy downtown traffic. I found many opportunities to use my knowledge of bicycle maintenance. I got in great physical condition and had a lot of fun. ### Delivery Cyclist @ Jimmy John's Jan 2014 – Jan 2015 | Seattle, WA Received phone orders from customers, delivered orders by bicycle within 10-15 minutes, provided excellent customer service, assumed cashier or sandwich maker role as necessary, kept customer lobby clean and orderly, obtained a comprehensive knowledge of bicycle maintenance. ### Rock Wall Staff/Maintenance @ YMCA Jan 2011 – Jan 2014 | Bellingham, Washington Belayed for climbing wall parties/groups, provided climbing instruction for adults and children, set climbing routes of varying difficulty. ## Education ### Bachelor's Degree in Computer Science Western Washington University Jan 2010 – Jan 2014 ### High School Shorecrest High School Jan 2006 – Jan 2010 ## Contact & Social - LinkedIn: https://linkedin.com/in/jhm520 --- Source: https://flows.cv/jademiller JSON Resume: https://flows.cv/jademiller/resume.json Last updated: 2026-03-23