# Tyler M. > Senior Software Engineer Location: United States, United States Profile: https://flows.cv/tylerm My name is Tyler Morton and I am a passionate Software Engineer currently working as a full stack web developer. My educational background in computer science started during high school in my AP Computer Science class, where I spent most of my days taking what I had learned in class and applying those concepts while building my own Minecraft mods after school. That experience propelled me into Full Sail University for game development, where I became one of the first ten graduates to earn a bachelor’s degree in computer science from their simulation and visualization program. During my time in college I learned traditional computer science concepts, starting with C# and C++ as language foundations. My coursework consisted of many math courses including calculus, linear algebra, discrete math and game physics, as well as many foundational computer science courses such as data structures, algorithms, operating systems, computer graphics, parallel processing, artificial intelligence and computer networking. After graduating I have continued to learn while working with many great teams on some awesome products and technologies. I've experienced and solved problems in many domains of the programming discipline including augmented reality, game programming, web app development, cryptography and micro-service development. Technologies that I am currently using include a variety of languages such as Go and TypeScript, as well as frameworks like Vue, React and HTMX. I really enjoy writing automation scripts, code generators and web tools. These days I’m spending a lot of my free time engaging with the open source community, contributing to and maintaining Go based projects. Please feel free to reach out to me at any point. I am always looking to make new connections, share my knowledge and learn new things! - Tyler Morton ## Work Experience ### Senior Software Engineer @ Rainforest Jan 2024 – Present | Atlanta, Georgia, United States ### Software Engineer II @ FullStory Jan 2022 – Jan 2024 | Atlanta, Georgia, United States In my first six months at FullStory, I collaborated closely with various engineering teams to instrument the entire application stack for internationalization, with the goal being to expand the reach of FullStory software services worldwide. This project involved comprehensive refactors to both frontend and backend codebases, during which I created a series of automated code migration tools not only to solve immediate translation needs but to enable future developments to be translated without additional effort. Afterwards I became a member of the product team at FullStory, where I was actively involved in multiple projects, such as building innovative visual analytics tools like Heatmaps, as well as enhancing FullStory's autocapture systems. Working full stack, I primarily utilize React and Go to develop and ship features. My role involved a collaborative approach, where I worked closely with designers, product managers and other engineers to build out comprehensive solutions. Throughout my time working at FullStory, I was committed to making a positive impact by utilizing my software engineering skills and expertise. ### Software Engineer II @ Cognizant Softvision Jan 2021 – Jan 2022 | Atlanta, Georgia, United States At Cognizant Softvision, I had the opportunity to work as a Full Stack Web Developer, consulting for Equifax, a leading credit reporting agency with stringent security requirements. In this role, I was focused on building an advanced authenticator system capable of supporting multiple devices and authentication methods, as well as developing customer-facing SDKs that enabled seamless integration with Equifax's services. To ensure high levels of security, I utilized modern cryptographic techniques and integrated cutting-edge authentication methods such as government document verification and biometric authentication through WebAuthn. This comprehensive approach to security allowed for the creation of a robust and reliable authenticator system that protected the most sensitive user data while providing a seamless user experience. My time was spent at Equifax crafting software using a wide variety of technologies, including Golang for microservices, as well as Vue, React, and TypeScript for frontend components. This ensured a versatile and efficient solution for our customers that catered to their software stack. ### Software Engineer @ Tripwire Interactive LLC Jan 2019 – Jan 2021 | Greater Atlanta Area As a software engineer at Tripwire Interactive, I played a crucial role on the studio's platform team. In my initial nine months, I quickly immersed myself in the preparations for the launch of Tripwire's highly anticipated game, Maneater. My primary responsibilities encompassed debugging Xbox and PlayStation-specific issues, setting up DLC content, and performing various DevOps tasks. These tasks included establishing the studio's CI pipelines on Jenkins, integrating tools with Perforce, and automating numerous studio workflows. Following the successful global launch of Maneater, my team pivoted to developing internal studio tooling for the next project. During this phase, I gained expertise in building full-stack applications using technologies such as Vue, TypeScript, and .NET Core. Our objective was to streamline the integration of platform-specific systems by creating an abstracted layer of microservices that could be employed by any Unreal Engine game the studio was developing. In the final months of my tenure at Tripwire, I also collaborated with our partner studio, Torn Banner, in preparation for the release of their major title, Chivalry II. For this project, my teammates and I worked together to integrate the Epic Games Store into Chivalry by implementing a series of C-based SDKs in the form of an online subsystem built into Unreal Engine. ### Software Engineer at Electronic Arts @ GameSim Inc Jan 2018 – Jan 2019 | Orlando, Florida Area At GameSim, I served as a Software Engineer, contracted to support the development of EA's renowned Madden franchise while onsite at the Tiburon studio in Orlando. I joined the team during the alpha stage of Madden 19, assisting in resolving bugs and exploits across various domains, such as UI, online, content, and infrastructure. Following the release of Madden 19, my contract was extended, and I transitioned to a new team within the studio: Madden's stability team. Our primary objective was to enhance product quality by ensuring game stability and infrastructure efficiency throughout the entire production cycle. My day-to-day responsibilities involved fixing infrastructure bugs, expanding the proprietary toolset to streamline debug workflows, and maintaining Madden's continuous development cycles and structure. Our team's efforts had a significant impact on reducing unaddressed bugs at the end of the development cycle. By being on the front lines throughout the development of Madden 20, we successfully entered the game's alpha phase with over 50% fewer bugs compared to previous years. This achievement afforded the greater Madden team a valuable opportunity to devote more time to refining features and gameplay before the game's release on August 2nd. ### Software Engineer at Magic Leap @ GameSim Inc Jan 2017 – Jan 2018 | Orlando, Florida During my time at Magic Leap, I served as an R&D Software Engineer, working on the cutting-edge augmented reality project: Magic Leap One. My role involved designing and prototyping experiences to showcase the capabilities of a series of augmented reality technologies, pushing the boundaries of what was possible in the AR space. I collaborated closely with the Unity integration team, extending the Unity game engine to support the development and deployment of experiences tailored for the proprietary AR hardware. My primary responsibility throughout the contract was to utilize and evaluate the in-development hardware API by crafting Unity scenes. These scenes would later be released to the public as educational tools for new developers eager to explore and harness the potential of this groundbreaking technology. Being a part of the research and development of Magic Leap One was both an exciting and humbling experience. I am grateful to have contributed to the evolution of augmented reality and to have had the opportunity to help lay the foundation for future immersive and innovative experiences for users worldwide. ### Software Engineer @ Full Sail University Jan 2016 – Jan 2017 | Work-study for the Academic Innovation department, Full Sail University The Atlas Project at Full Sail University is a visualization of the school's internal database, encompassing departments, programs, courses, and assignments. I had the opportunity to join this project as a Software Engineer through a work-study program, tasked with implementing a VR visualization of the data during a six-month project. My primary responsibilities included implementing the MySQL API within Unity's runtime environment to read and visualize large datasets into a node cloud. Additionally, I was responsible for integrating the Barnes-Hut algorithm, a multi-threaded physics system that organized the node cloud into groups to facilitate the identification of patterns within the dataset. As a result, this work-study project allowed me to apply my software engineering skills to create an innovative VR representation of the university's extensive database, contributing to a better understanding of the connections between different academic elements at the university. ## Education ### Bachelor’s Degree in Simulation and Visualization Full Sail University Jan 2015 – Jan 2017 ### High School Brookwood Highschool Jan 2011 – Jan 2015 ## Contact & Social - LinkedIn: https://linkedin.com/in/tylermmorton --- Source: https://flows.cv/tylerm JSON Resume: https://flows.cv/tylerm/resume.json Last updated: 2026-03-22