Russell Treadwell is a self-taught software engineer and studio head with 11 years building high-performance game systems, multiplayer architectures, and backend infrastructure—primarily in Unreal Engine and C++. As CEO of TUSKION Inc. and Studio Head at GhostJam Games he blends strategic leadership with hands-on engine customization and scalable backend design. His credits include No More Room in Hell 2 and VAIL VR, and he’s improved widely-used tooling such as the VaRest UE4 REST plugin and contributed refinements to the Facepunch Steamworks C# integration. Russell’s strengths lie in converting prototype Blueprints to production-grade C++, optimizing dedicated servers and anti-cheat integrations, and shipping robust multiplayer services like AWS GameLift and Vivox. Based in Ashland, Kentucky, he’s equally comfortable leading business development as he is diving into low-level systems, and he often brings small-team agility to solve large-scale technical problems. Outside of studio work he remains active in open-source and practical security/performance improvements that make multiplayer games more reliable and maintainable.
REST API plugin for Unreal Engine 4 - we love restfull backend and JSON communications!
Role in this project:
Back-end Developer
Contributions:7 reviews, 11 commits, 8 PRs in 2 months
Contributions summary:Russell significantly contributed to the VaRest plugin by adding new utility functions, including MD5 and SHA1 hashing capabilities. They enhanced the plugin's functionality by adding support for Base64 encoding and decoding with improved implementation and adding support for setting fields in a JSON object with different data types. Furthermore, the user refactored the plugin by moving construction methods for JSON values to the VaRestSubsystem and incorporated fixes based on feedback.
Contributions:6 commits, 6 PRs, 14 comments in 14 days
Contributions summary:Russell made several contributions to the C# Steamworks implementation. Their work included fixing a typo, shutting down server stats, exposing and refactoring SteamFriends features like following lists, and making the Lobby constructor public. They also made internal structure adjustments by making the `Id` property public with only getter access, likely for better control and safety of data. These changes suggest they focused on improving the API's functionality and internal structure.
steamworksgamefacepunchcloudunity
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