Hello!

I’m Noah, a software engineer at IT 24/7 Solutions GmbH with a deep passion for game development, tool creation, and custom engines. Since I began coding in 2015, I’ve been driven by a continuous desire to learn and experiment with new technologies to sharpen my skills.

From my experience working in both Germany and Japan, I’ve learned that successful software is never a solo act. I highly value cross-cultural communication and prioritize clear, efficient teamwork to ensure every project reaches its full potential.

I actively seek out new challenges to grow both technically and personally. When I’m not developing, you can usually find me studying Japanese, playing games, or rollerblading from town to town.

Skills

💻 Core Languages & Foundations

  • C# Expert level. Used for .NET Ecosystem and Unity scripting.
  • C++ Upper Intermediate proficiency. Engine architecture, Multi-threading, DirectX 11.
  • Java Backend services, API integration.
  • SQL Complex queries, MySQL, Data Warehousing (Microsoft Fabric).

🎮 Game Dev & Graphics

  • Engines Unity (Advanced), Unreal Engine (C++ & Blueprints), Godot, MonoGame, LibGDX.
  • Graphics & Low Level DirectX 11, HLSL, Custom Render Pipelines, VR/XR Integration (SteamVR).
  • Tools FMOD Studio (Audio middleware), Tracy Profiler (Performance optimization).

☁️ Web & Enterprise Architecture

  • Frameworks ASP.NET Core, Blazor (Server & WASM).
  • Architecture Microservices, Event-Driven Architecture (RabbitMQ), REST APIs.
  • Cloud & Data Azure Dynamics 365, Microsoft Fabric, Data Warehousing.
  • DevOps Docker, Linux Server Management, CI/CD pipelines.

🤝 Collaboration & Leadership

  • Methodologies Agile, Scrum, Cross-functional communication.
  • Tools Jira, Trello, Git, UML Planning.
  • Soft Skills Mentoring juniors, bridging creative/technical teams, technical documentation.
  • Spoken LanguagesGerman (Native), English (Bilingual/C2), Japanese (N2/Business).

Experience

IT 24/7 Solutions GmbH/ ES·FOR·IN SE

ESFORIN (Energy Services for Industry) is a digital energy service provider that specializes in the automated, short-term trading of electricity and gas flexibility to help industrial companies and renewable energy producers optimize costs, generate revenue, and reduce CO2 emissions.

  • Architecture: Designed a RabbitMQ-based event-driven system for time-series data management and archiving.
  • Development: Engineered full-stack web applications using Blazor and microservices backends.
  • Data: Implemented a Microsoft Fabric data warehouse to facilitate advanced business analytics.
  • Dynamics 365: Built a custom CRM solution in Azure Dynamics, from requirements analysis to final deployment.
  • Strategy: Defined key infrastructure standards and technical guidelines as part of the specialized engineering team.

Löwen Entertainment GmbH

Löwen Entertainment GmbH is a German manufacturer that develops, produces, and distributes gaming and amusement machines—such as slot machines and electronic darts.

  • Game Engine: Developed and maintained a proprietary C++ game engine for industry-leading slot machines.
  • Performance & Concurrency: Re-architected core engine components for multi-threading and utilized Tracy Profiler to resolve memory leaks and performance bottlenecks.
  • Lead Responsibility: Served as the primary engine developer, managing technical communication with the parent company and internal management.
  • Tooling & Workflow: Optimized engine tools to streamline workflows for game designers, significantly improving production efficiency.
  • Mentorship: Managed and trained a junior developer to successfully transition into a full engine developer role.

96 Problems Co.

96 Problems Co. is a Tokyo-based interactive storytelling startup that utilizes social media platforms and digital tools to transform fan participation into collaborative narrative universes, allowing users to co-create characters and lore alongside official storylines.

  • Backend Infrastructure: Engineered a Java service to ingest real-time Twitter API events, managing the hosting Linux server and MySQL database architecture.
  • Analytics Tools: Developed custom reporting tools to analyze tweet performance, enabling writers to optimize engagement strategies based on data.
  • Campaign Management: Managed Twitter ad campaigns for high-traffic accounts (e.g., @CRC_Luna, @eddieededed), driving audience growth.
  • Product Design: Designed and prototyped a physical card game as a potential merchandise extension for the brand’s characters.

Personal Project Highlights

Virtupad

A tool for VTubers to create 3D videos or live streams in VR. This project was made for my bachelor’s thesis.

Biggest Challenge: First VR project and no prior experience in inverse kinematics.

  • Responsible for the design, code, and integration with plugins.
  • Implemented procedural animations for the user’s avatar with inverse kinematics based on the user’s VR headset, controllers, and up to three tracking points.
  • Created an interaction and UI system for VR.
  • Produced a video with the software which gained an overall positive rating based on a survey with 100 respondents.
 

Find the source code on GitHub.

Rhygine

A custom-made C++ game engine using DirectX 11.

Biggest Challenge: No prior experience with the rendering pipeline and the first proper C++ project.

    • CMake was used for the compilation process and to make certain parts of the engine modular.
    • The engine utilizes the Win32 API and DirectX11 to create and render to a window.
    • Implemented an entity-component system, 2D Sprite, and 3D model rendering system and UI-management system.
    • Additional features like the importing of 3D models and a physics engine were implemented via third-party libraries.
 

Find the source code on GitHub.

Akagi

A framework for creating and hosting AI chatbots with customizable personalities and active memory.

Biggest Challenge: Enabling LLMs to deterministically execute internal application methods.

    • Built a three-part ecosystem consisting of a node-based desktop editor, a headless backend server, and a Blazor web interface.
    • Designed a visual scripting system to manage context injection, enabling bots to summarize chats and update their internal memory automatically.
    • Integrated OpenRouter to support any LLM and implemented chat interfaces via Telegram and webpage.
 

Find the source code on GitHub.

Willow Tree

A puzzle adventure game in which the player must solve puzzles to uncover the backstory of an old, abandoned orphanage.

Biggest Challenge: No developer had any experience in developing for the unreal engine.

  • Managed the communication between the design, programming, and sound department.
  • Responsible for the code infrastructure which led to the making of a tool in which the game flow and game events could be restructured in a node-based editor.
  • Additionally responsible for the implementation of the NPC ghost Christa, saving and loading, the UI, UI widgets, UI menus, animations, and animation controllers and everything related to sound and music.
  • Maintaining the git server and providing solutions for issues such as the occurrence of merge conflicts.
  • Analyzed and documented solutions to common problems team members had about the unreal engine, git or planning.

Run and Gun

A 2D multiplayer rogue-like dungeon crawler game with a focus on modularity.

Biggest Challenge: First-ever multiplayer project in Unity.

  • Responsible for the infrastructure, netcode, base AI system, and sound.
  • Created a weapon system that functions as a pipeline to shoot bullets. Every aspect of the pipeline can be switched out which makes weapons highly modular and customizable.
  • Implemented smaller in-engine tools to optimize workflows and mitigate merge conflicts on custom assets.
 

Find the source code on GitHub.

Behaviour Tree Editor

A custom build Unity-Editor in which complex behaviors can be modelled via nodes.

Biggest Challenge: No previous experience in writing custom editors for Unity.

  • Implemented a method for new nodes to be added via code which is automatically detected by the Behaviour Tree editor if Unity has recompiled.
  • Behaviour Tree objects are serialized via scriptable objects which can then be assigned to any number of game objects.
  • During play, the Behaviour Tree editor changes to a read-only mode in which the state of any game object can be observed in the Behaviour Tree editor and breakpoints can be set for debugging purposes.

MonoNet

A custom networking solution built from the ground up for the game development framework MonoGame with a small test game.

Biggest Challenge: No prior experience in MonoGame and UDP networking.

  • Responsible for the initial networking concept and most of the implementation.
  • Implemented an entity-component system for the management of game objects and implemented a method for importing and rendering maps made by the tiled program.
  • Managed the other developers on the project by assigning tasks and helping when issues or problems arose.
 

Find the source code on GitHub.

Unitychan Brawler

A turn-based strategy game where a mix of 2-4 players or AIs fight to be the last standing team.

Biggest Challenge: First Unity project with no prior Unity experience.

  • Responsible for the entire design and implementation of every aspect of the game.
  • The project won the SAE Semester Showreel for the best first-semester programming project.

Contact Me

Got any questions or want to contact me? Find me on the following social media accounts:

Most icons are from Game-icons.net.