Summary
Andrew Wesson is a versatile software engineer and co-founder with 10+ years shipping gameplay and UI systems across AAA and indie titles, including Starfield, Mario + Rabbids: Sparks of Hope, and Marvel Puzzle Quest. He blends deep C++ gameplay architecture and UI optimization expertise with hands-on leadership, having led engineering at Demiurge and driven systemic UI performance gains at Bethesda (reducing render/update costs from ~12ms to <1ms). At Google Stadia and Ubisoft he acted as a generalist on rapid prototypes and procedural systems, integrating AI/ML outputs and asymmetrical multiplayer for user testing. Now leading a small indie team in Paris, he pairs studio-scale production experience with the agility to personally implement features and ship iterative prototypes. A former physics researcher, he brings strong 3D math and systems thinking to game tech problems and a knack for turning research and prototypes into robust player-facing systems.
10 years of coding experience
13 years of employment as a software developer
BS Physics, BS Physics at Carnegie Mellon University