Developer Experience

AeroSports - Technical Lead & Full-Stack Game Systems

I led the software and hardware integration for AeroSports' interactive game rooms - building end-to-end systems across kiosk applications, game engines, device control, and operations tooling. This page summarizes the architecture work, game development, and project leadership behind launching a full facility from scratch.

Architecture Snapshot

How the system fits together

A high-level view of how the backend, kiosk, game engine, and room hardware work together across a private network.

On-prem server
Token-based API access
UDP + COM ports
Solid = primary data/control flow Dashed = diagnostics/optional control

Full-Stack Systems

End-to-end software architecture for interactive game rooms

I built and maintained the complete software ecosystem that runs the facility — kiosk UI, scoreboards, signage, real-time communication with the game engine, API integration, device control, and staff tooling.

Kiosk (Game Selection + Room Control)

Kiosk (Game Selection + Room Control)

Multi-screen flow for selecting games, launching sessions, controlling room state, and syncing status across signage/scoreboards. Real-time messaging to the engine + server API.

Scoreboard + Display System

Scoreboard + Display System

Scoreboards, signage screens, and status displays with multi-display orchestration and reliability-first UX for public-facing screens.

Device Control Layer

Device Control Layer

Integration for NFC wristband scanners, NO/NC door locks, restart controls, hardware status monitoring, and self-service troubleshooting workflows.

POS + Staff Tools

POS + Staff Tools

Register players, assign wristbands, manage staff actions, and reduce operational friction with internal tooling.

Tablet Registration App

Tablet Registration App

Customer-facing registration workflow designed for fast throughput and easy staff handoff.

Axe Throwing Wrapper App

Axe Throwing Wrapper App

Wrapper integration to connect a third-party axe throwing app with the wristband identity system and session flow.

Admin + Automations

Admin + Automations

Admin panels for game configuration, operational controls (e.g., smoke automation for laser game), and internal documentation.

Game Development

Protocols, hardware communication, and game variants

I developed and refined the communication layer between software and room hardware, improved protocols for reliability, and built/iterated new game variants — from rule design to prototype to playtesting.

UDP + Socket Handlers

Implemented and stabilized low-latency socket handling between game software and room controllers.

Protocol Improvements

Refined packet flow, handling rules, and retry strategies to improve reliability under real load.

Game Variant Research & Design

Designed and evaluated variant mechanics based on play patterns, room constraints, and throughput goals.

Prototype -> Test -> Iterate

Shipped early playable builds, tested with users, and iterated quickly using on-floor feedback.

Bug Fixing + Stability

Resolved runtime issues across game logic, session sync, and edge-case transitions in live operations.

Hardware Work (IoT controllers, sensors, Arduino)

Integrated and tested sensor/controller behaviors across multiple games and room setups.

Wiring + Diagrams + Efficiency Upgrades

Created diagrams and implementation notes to speed setup, reduce downtime, and simplify maintenance.

Project Leadership

Leading delivery from two test rooms to a full facility launch

I joined when two rooms (TileHunt and HexaQuest) were in testing. After learning the system, I helped scale the project into a new facility built from scratch — coordinating software, hardware, and construction execution, then leading delivery and post-launch improvements.

Facility Built From Scratch

Worked with owner + location manager + construction team on layout, wiring plans, and hardware selection.

Cross-team Execution

Coordinated with construction and helpers to keep delivery aligned with schedule and constraints.

Ownership During Management Absence

Helped lead the project on schedule during a month-long management absence, alongside the construction lead.

Hiring + Training Interns

Trained interns, assigned work by skill, and coordinated milestones to deliver features on time.

Operational Readiness + Troubleshooting

Built staff-facing features for self-diagnostics, logging, and faster incident resolution.

Continuous Improvements

Added automations, new features, and documentation as the system evolved.

Gallery

Inside the game rooms and systems

A rotating view of the rooms, screens, and hardware that power the experience.

Impact

What this enabled

High-level outcomes from owning systems architecture, game integration, and launch execution.