Bret Curtis is a seasoned software engineering manager with 15 years of experience building distributed systems, integrations and data platforms, now based in Ghent, Belgium. He blends hands-on C++ and Python engineering with leadership experience across startups and scale-ups, having led cross-functional teams at Deliverect and architected a config-driven, LLM-enabled data pipeline for Belgian real estate at Colibry. Bret has deep experience in integrations with POS and delivery platforms, cloud-native deployments on GCP, and operationalizing CI/CD and testing improvements. He also contributes to notable open-source projects such as the OpenMW game engine and the WorldEngine generator, where his work touched core engine refactors, GUI fixes and build/test optimizations. Known for diving into the hardest technical problems while mentoring distributed teams, he brings a pragmatic, audit-friendly approach to data lineage, distributed locking and high-availability storage concerns. Pragmatic, curious and hands-on, Bret combines system-level engineering discipline with a talent for translating messy integrations into reliable, production-grade services.
15 years of coding experience
19 years of employment as a software developer
AAS Information Systems Technology, AAS Information Systems Technology at Germanna Community College
Bachelor's Computer Science, Bachelor's Computer Science at University of Mary Washington
OpenMW is an open-source open-world RPG game engine that supports playing Morrowind. Main repo and issue tracker can be found here: https://gitlab.com/OpenMW/openmw/
Role in this project:
Back-end Developer
Contributions:8 releases, 27 reviews, 3121 commits in 10 years 3 months
Contributions summary:Bret's contributions focused on refactoring the Editor in the "OpenMW" RPG game engine, specifically decoupling levelled list table columns and resolving bugs related to stats. They also made modifications to the graphical user interface to show and hide script settings and implemented fixes in the ESS importer, with edits including improvements to water level handling, fixes for actors' positions, and improvements to animation system handling. The commits demonstrate a focus on refining the game engine's core functionality and user interface within a C++ environment.
World generator using simulation of plates, rain shadow, erosion, etc.
Role in this project:
Back-end Developer & DevOps Engineer
Contributions:1 release, 114 commits, 77 PRs in 2 years 7 months
Contributions summary:Bret primarily focused on improving the project's build and testing processes. They made multiple attempts to optimize CI/CD pipelines using tools like Travis CI and Tox, aiming to reduce build times and improve test coverage. Furthermore, the user addressed issues related to the project's dependencies and build configurations, ensuring compatibility and stability across different environments, including pypy and various Python versions. They also fixed typos, updated documentation, and removed binaries.
pythonplatessimulationerosionshadow
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