Adam Whitehurst is a Full Stack Software Engineer based in San Jose with 11 years of experience building low-latency, secure distributed systems and user-facing applications using Rust, TypeScript, Go, React and Vue. He combines production-grade backend engineering (Kafka, Kubernetes, SQL, materialized views) with thoughtful frontend microfrontends and UX work, and has shipped mobile apps on both iOS and Android. A contributor to veloren, he’s applied game-logic and animation expertise to open-source voxel-RPG systems, reflecting a hobbyist game-designer’s attention to player interaction and mechanics. He’s led architecture and delivery across regulated, high-availability environments (99.999% uptime, AML/sanctions compliance) while pioneering AI-driven engineering workflows and strong DDD and testing practices. Outside work he’s a power-user of Claude/Cursor/ChatGPT for developer productivity, a battlestation enthusiast, gym rat and mindful meditator—details he’s happy to discuss alongside recommendations.
11 years of coding experience
8 years of employment as a software developer
Computer Science, Computer Science at Merced Community College District
High School Diploma, High School Diploma at Los Banos High School
Computer Science, Computer Science at San Francisco State University
Computer Science, Computer Science at University of Alaska Anchorage
Bachelor's degree, Computer Science and Engineering, Bachelor's degree, Computer Science and Engineering at University of California, Merced
An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.
Role in this project:
Back-end Developer & Game Logic Programmer
Contributions:354 commits in 1 year 6 months
Contributions summary:Adam's contributions primarily focused on implementing and enhancing game logic and character behavior within the Veloren open-source voxel RPG. They made significant changes to the character's animation system, making character animations conditional based on the tool held, adding features related to movement and action states, and contributing to controller improvements. The user also implemented weapon-specific wield and attack durations, indicating a focus on game mechanics and player interaction. The commits involved modifying character state handling, input processing, and ability implementations, demonstrating a strong understanding of the game's core systems.
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Adam Whitehurst - Full Stack Software Engineer at Undisclosed