Summary
Jeremy Anderson is a Principal Multiplayer Engineer based in Portland, Oregon with a decade of experience building high-performance multiplayer systems, gameplay features, and server backends for live games. He shipped Hello Kitty Island Adventure from prototype to production and has a track record of designing robust, server-authoritative architectures, optimized serialization, and managed RPC systems layered on Unity ECS netcode. Jeremy has built core gameplay and systems—inventory, AI blackboards and GOAP, save/restore, user state management—and implemented interactive multiplayer features like fishing, obstacle courses, and spline-based player traversal. He combines low-level performance work (networking, async/Coroutines, transactional state) with team leadership and tooling experience, having led multiple teams and mentored developers. Notably, he extended Unity’s netcode to support Protobuf and plain C# messaging with class-based RPC targeting, demonstrating a knack for pragmatic engineering that bridges engine constraints and production needs.
9 years of coding experience
12 years of employment as a software developer