Shelby Hagman is an experienced SDE with 11 years building low-level control-plane systems in C/C++ and server-side services, currently contributing at AWS from Maple Valley, WA. Their background spans networking, database tooling, and cloud-native architectures, with roles from consultant to principal engineer and solutions architect. Shelby has a strong track record in game server emulation—contributing bug fixes, data-type hardening, and networking improvements to well-known FFXI/FFXIV emulator projects—demonstrating attention to data integrity and memory management. They’ve led tooling and automated deployment efforts for Twilio on multi-cloud platforms and improved database and dependency handling in complex codebases. Colleagues rely on Shelby for pragmatic problem solving that bridges low-level systems detail and production service reliability. A CS graduate from University of Nevada–Reno, they combine decades of protocol-level experience with modern cloud engineering practices.
11 years of coding experience
10 years of employment as a software developer
Bachelor of Science (B.S.), Computer Science, Bachelor of Science (B.S.), Computer Science at University of Nevada-Reno
DEPRECATED - FFXI Server Emulator - See Project Topaz
Role in this project:
Back-end Developer
Contributions:206 commits, 80 PRs, 96 comments in 2 years 2 months
Contributions summary:Shelby focused on implementing and fixing issues related to "Mythic Aftermaths" in the FFXI server emulator. Their work involved modifying the weaponskills.lua file to adjust how aftermath effects are applied and managed. The user also addressed issues with overlapping effects and incorporated formulas using math.floor. Moreover, the user developed and integrated new events for the "Magicked Astrolabe" quest line, contributing to the game's functionality.
A Final Fantasy XIV 4.0+ Server Emulator written in C++
Role in this project:
Back-end Developer
Contributions:44 commits, 17 PRs, 2 comments in 4 months
Contributions summary:Shelby primarily focused on addressing potential truncation issues and signed/unsigned mismatch problems within the C++ codebase. Their contributions involved modifying data types, specifically changing `char` and `int` types to `unsigned char` and `uint8_t` to ensure correct value representation. Additionally, the user made adjustments to loop variables and data types in multiple files, addressing potential signed/unsigned comparison issues. These changes indicate a focus on data integrity and memory management within the Final Fantasy XIV server emulator.
emulatorcppa-realm-rebornsapphireserver-emulator
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