David Feltell is a Senior Software Engineer based in Burnley, UK, with 12 years of professional experience spanning academia, web/cloud, and C++ desktop development, underpinned by a PhD in Computer Science and a first-class BSc in Mathematics. He currently engineers complex tools at Foundry, bringing deep systems-level fluency from prior roles in research and industry and a track record of shipping reliable desktop and web services. An active open-source contributor, David has improved user-facing UX in the Oni editor, enhanced Lua scripting and physics flexibility in the Urho3D game engine, and fixed subtle concurrency and state-transition issues in the boost-ext/sml C++ library. He combines rigorous academic training with pragmatic engineering: comfortable refactoring UI flows and tackling low-level race conditions alike. Colleagues rely on him for thoughtful architecture changes that prioritize debuggability and maintainability while still delivering tangible user-facing features.
12 years of coding experience
9 years of employment as a software developer
Bachelor of Science - BS, Mathematics, 1st, Bachelor of Science - BS, Mathematics, 1st at The Open University
Bachelor of Science - BS, Computer Science, 2.1, Bachelor of Science - BS, Computer Science, 2.1 at University of Nottingham
Contributions:9 commits, 10 PRs, 50 comments in 2 months
Contributions summary:David primarily contributed to the user interface and functionality of the Oni editor. Their work involved fixing and improving the explorer commands, including renaming and correcting descriptions. They implemented a "Locate Current Buffer" feature within the explorer, allowing users to find the currently active file, and they also ensured the menu focus was maintained when reactivating Oni. The user also refactored code to handle completion details and to deduplicate, sort, and highlight the first item in menus upon filtering.
Contributions:5 commits, 6 PRs, 6 comments in 1 year 1 month
Contributions summary:David focused on enhancing the Lua scripting capabilities of the game engine. They implemented a new strategy for loading Lua script files from the file system, providing better debugging support. Additionally, they added a CMake option to control the default script loading behavior and updated related documentation. Furthermore, the user made changes related to custom collision shapes in the physics engine, enabling more flexible configuration.
angelscriptcppgamegamedev2d
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David Feltell - Senior Software Engineer at Foundry