Summary
Theo Erickson is a C++-focused gameplay engineer and technical designer with a decade of experience building combat, character, and data-driven systems for AAA action titles and indie projects. He blends hands-on C++ and Blueprint development in Unreal Engine with systems architecture, rapid prototyping, and mentorship to bridge design and engineering teams. Recent roles include owning minute-to-minute combat systems at Deviation Games and leading core character frameworks and pipelines at Sovereign Axe Studios, while simultaneously contributing to open-source 3D printing tooling via a feature-rich OrcaSlicer fork. Theo favors modular, data-first designs—shipping tooling that accelerates designer iteration (data assets, hot-reload pipelines, versioned slice backups) and reduces friction between disciplines. He’s comfortable extending proprietary engines and shipping polished UX features, and often surfaces developer-facing improvements that later become upstream contributions. Based in Los Angeles, he pairs a designer’s creativity with engineer-level rigor to deliver playable systems that scale across teams and platforms.
10 years of coding experience
9 years of employment as a software developer
University of California Santa Cruz
Spanish, English