Endel Dreyer is a seasoned software engineer and indie open-source maintainer with 15+ years building multiplayer and web-native game technology from Brazil’s Rio Grande do Sul. As Chief Everything Officer at Colyseus and principal developer at gamestd.io, he architects and ships cross-platform multiplayer frameworks and client SDKs (TypeScript, C#, LUA, Haxe, C++), powering real-time games with hundreds of concurrent users. He has deep hands-on experience across frontend rendering (PixiJS event systems), Unity networking (NativeWebSocket), backend systems, and tooling that modernized Flash-to-HTML5 migrations at scale. A pragmatic polyglot, Endel blends server engineering, realtime protocol work, and game prototypes—often contributing fixes that improve WebGL/Unity stability and input/event performance. He’s driven by making multiplayer development accessible and enjoyable, evidenced by Colyseus and active OSS contributions.
15 years of coding experience
9 years of employment as a software developer
Bachelor’s Degree Game Development and Digital Entertainment, Bachelor’s Degree Game Development and Digital Entertainment at Unisinos
🔌 WebSocket client for Unity - with no external dependencies (WebGL, Native, Android, iOS, UWP)
Role in this project:
Full-stack Developer
Contributions:2 releases, 48 commits, 14 PRs in 2 years 7 months
Contributions summary:Endel primarily contributed to the `NativeWebSocket` project, a WebSocket client for Unity. Their work included fixing bugs, particularly related to concurrent `Send()` operations and WebGL compatibility. Additionally, they updated the example project to include new features and maintain compatibility with a server sample, while also improving performance and stability.
The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
Role in this project:
Front-end Developer
Contributions:7 commits, 6 PRs, 40 comments in 4 years 3 months
Contributions summary:Endel primarily contributed to the core functionality of the PixiJS rendering engine by implementing and refining event handling for display objects within containers. This involved triggering 'added' and 'removed' events, sending the container as a reference in these events, and optimizing the dispatching of mouse and touch events based on hit areas. The user also implemented the `InteractionEvent` class, assigning event targets and current targets.
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Endel Dreyer - Chief Everything Officer at gamestd.io