Connor McGwire
> Software Engineer

Skill Set

Real-time Apps, Network Programming, Data Transformation, DevOps, Web Dev, Testing
C#, C++, Java, Kotlin, JavaScript, SQL, Python, Rust, Bash Scripting, HTML, CSS
& Tools
Linux, Windows, Git, Unity, Unreal, JVM, Maven, Jenkins, Camel, Spring, .NET, Angular, Vue, Svelte
Linear Algebra, Calculus

Professional Background

Designing and programming the gameplay systems for a Unity3D based computer game, including data management, animation, event, and UI systems.

Project Demo

Programmed test software and managed test hardware configurations for the next generation of an existing missile system.

Worked on Java based financial messaging systems, leveraging knowledge of networking, data transformation, and distributed/parallel processing.

Designed the software team's release workflow, including configuring, documenting, and managing our continuous integration tooling; lead onboarding efforts with fellow development staff.

Participated in technical support for production applications.

Taught the fundamentals of programming to kids in elementary and middle school. It was also my responsibility to ensure the curriculum was modified to best fit the specific needs of the students.


Conducted credited, independent research into CUDA based General Purpose GPU programming and helped build introductory curriculum for a graduate course on High Performance Computing.

Worked with the EYE Center for Children's Vision Learning & Technology to develop Android applications for use in explorational research.

Took elective courses in Signal and Image processing using MATLAB and OpenCV.

Dean’s List – Winter 2014; Academic Excellence Award – Spring 2014

Helped found the school’s Algorithms Club which gave students an opportunity to improve their programming skills with real world projects that could help the rest of the school.


Wrote and edited a sci-fi novel then did all the work needed to get it ready for printing and distribution. Spent well over 2000+ hours on this in total.

An attempt at making an updated, PC version of the "Hidden In Plain Sight" XBLA title.

Progressively working on a comprehensive RPG ruleset along with a companion webapp that contains the rules and helpful tools usable from mobile and desktop.

The framework for a local multiplayer visual novel I built which turned into an exercise on workflow tooling as I tried to onboard a non-programmer friend onto the project.

Prototyped a combat system for a small RPG. The game side of the project was eventually shelved for being too large of an undertaking for the time and resources I had then. However, the story concept I wrote for it evolved into my first published novel.

A project I started in my freetime to learn about working with animated characters in Unreal.

Part of an idea I had for a competitive point & click adventure game, but more so my first forray into network programming for games.

A game developed alongside classmates for a college course on the subject. More than just the technical side of creating a game, the instructors focused on putting us through the professional production process with formal concept documents, pitching sessions, user testing, and the like. Being voted top game of the class was a nice bonus.