Connor Mccluskey

Principal at Gud Technologies, Inc.

Carlsbad, California, United States
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Summary

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Connor Mccluskey is a software engineer with 11 years of experience specializing in performance, observability, databases, and real-time systems. He blends backend systems work—shipping production improvements like ETL redesigns, Kubernetes migrations, and observability instrumentation—with deep open-source contributions to Rust game and windowing ecosystems (notably winit, glutin, Bevy and Rapier). As a Principal building games in Bevy and a contributor to parallel ECS and physics plugins, he brings practical experience translating engine concepts into robust, serializable components. Connor has delivered production reliability gains (reducing ETL runtimes from days to seconds) and applies that performance-first mindset to both distributed databases and interactive simulations. Based in Carlsbad, CA, he also develops real-time 3D falling-sands/cellular-automata experiments—melding systems-level rigor with playful, physics-driven tooling. His GitHub shows a pragmatic focus on Win32 integration and reflection/serialization work that materially improves developer ergonomics in game engines.
code11 years of coding experience
job6 years of employment as a software developer
bookMiraCosta College
languagesEnglish
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Stackoverflow

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Github Skills (47)

ec10
physics-engine10
integrate10
system-programming10
game-engine10
event-handling10
amazon-ecs10
wp-api10
game-dev10
plugin-development10
macros10
configuration-management10
data-serialization10
winapi10
serialization10

Programming languages (10)

C#TypeScriptJavaC++RustCJavaScriptGo

Github contributions (5)

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amethyst/specs

Dec 2016 - Oct 2018

Specs - Parallel ECS
Role in this project:
userBack-end Developer
Contributions:85 commits, 51 PRs, 177 comments in 1 year 10 months
Contributions summary:Connor contributed to the `specs` repository, which focuses on parallel ECS. Their commits centered around documentation, spellchecking, and implementing features related to storage and entity management. They refactored and introduced new features such as `CheckStorage`, serialization/deserialization tests, and methods for merging and manipulating data within the storage system. Furthermore, they contributed serialization testing code.
ecsparallelrustparallel-ecsspecs
amethyst/amethyst

May 2016 - Oct 2017

Data-oriented and data-driven game engine written in Rust
Role in this project:
userBack-end Developer
Contributions:112 commits, 30 PRs, 14 pushes in 1 year 5 months
Contributions summary:Connor's contributions focused on establishing a configuration system for the Amethyst game engine. They implemented a `FromYaml` trait to load data from YAML files and created macros for defining configuration structures. The user's changes included adding support for different data types, array and tuple loading, and incorporating error handling with default values, as well as the ability to load config from external files.
data-drivengamegamedevrustentity-component
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Connor Mccluskey - Principal at Gud Technologies, Inc.