Alexander Fast is a Senior Build Engineer with 16 years of experience building reliable CI/CD and release infrastructure for game studios and large production teams, currently at Paradox Interactive in Stockholm. He specializes in automating complex workflows using tools like TeamCity, Jenkins, GitLab, AWS, Azure, Terraform and languages including Ruby, Go, Groovy and Python. Alexander pairs a perfectionist attention to detail with a pragmatic drive to migrate systems to the cloud and improve developer velocity, having led build and tools efforts at Fatshark, Ubisoft and DICE. An active open-source contributor, he has improved tooling for TeamCity clients, command-line parsing libraries, and niche projects such as DFHack, showing a willingness to dive into low-level and domain-specific code. Colleagues know him for stabilizing pipelines under pressure and for introducing logging and tooling improvements that quietly lift whole teams’ productivity.
16 years of coding experience
16 years of employment as a software developer
KY, School of Future Entertainment, KY, School of Future Entertainment at Blekinge Institute of Technology
Terse syntax C# command line parser for .NET with F# support
Role in this project:
Back-end Developer
Contributions:20 commits, 4 PRs, 4 pushes in 3 years 8 months
Contributions summary:Alexander primarily focused on enhancing the command-line parsing capabilities of the .NET library. They implemented new features such as `HeadingInfo.Default` and `CopyrightInfo.Default`, which provide sensible default values for help text generation. Additionally, they addressed bug fixes and integrated changes from the master branch. The code changes involved modification of existing classes and the addition of new attributes, demonstrating a focus on core functionality.
Project Porcupine: A Base-Building Game...in Space!
Role in this project:
Back-end Developer
Contributions:19 commits, 123 PRs, 97 pushes in 10 days
Contributions summary:Alexander primarily focused on improving the project's logging capabilities and refactoring code to use this logging system. They introduced a custom logging class that wraps the Unity logger and replaced existing `Debug.Log` calls with the new `Logger.Log` methods throughout the codebase. Additionally, the user implemented features to support adjacent tile execution for jobs and made modifications to the character's pathfinding to accommodate this. Finally, the user fixed a log line.
gamebase-buildingin-gamejavascriptporcupine
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