Samuel Batista is a Staff Engineer with 13 years of full-stack experience specializing in TypeScript and JavaScript, leading modern Node/NestJS backends and React frontends in monorepos. He has shipped production systems across gaming, fintech, and enterprise SaaS—building game UIs for titles like Civilization VI, revamping checkout and pricing flows to boost revenue, and architecting MCP Gateways to accelerate time-to-market. Comfortable across languages from C++ and C# to Java and Haxe, he pairs deep frontend polish with backend scalability and performance optimization. An active open-source contributor, he has improved popular UI-focused repos and implemented tooling for Tiled maps and physics in game frameworks. Recently he’s focused on integrating AI/LLM capabilities into products and pipelines, having helped deploy autonomous agent workflows that streamline developer productivity. Based in Maryland, he combines a game-dev mindset with pragmatic engineering for durable, user-centric software.
13 years of coding experience
16 years of employment as a software developer
Game Development Computer Programming, Game Development Computer Programming at Full Sail University
Contributions:9 releases, 121 commits, 11 PRs in 2 months
Contributions summary:Samuel appears to have been involved in the initial setup and front-end development of a desktop application, as suggested by the Electron and w2ui scaffolding in the initial commit. Subsequent commits show the user fixing styling issues, adding a test directory and making text changes within the HTML. The user also integrated toolbar and preference functionality.
Contributions:39 commits, 1 push, 9 comments in 3 years 10 months
Contributions summary:Samuel primarily focused on extending the HaxeFlixel framework with features related to Tiled map editor support and physics integration. They implemented a TMX file loader, enabling the use of Tiled maps within the project. Additionally, the user worked on improving the FlxPhysSprite and FlxNapeSprite classes, adding functionalities like the ability to create physics bodies at a later stage and providing more control over the physics engine. Further contributions include the development of FlxSpineSprite for Spine animation integration and bug fixes.
addonstiled-map-editoradditionalnapehaxelib
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