Game Programmer & Software Engineer · Melbourne, Australia

Paul Baker

Twenty years and eleven shipped titles across console, PC, mobile and web — gameplay and tools programming, and leading engineering teams at Blue Tongue/THQ, Three Phase Interactive and GOATi. These days I also build IoT and cloud systems in React / TypeScript, Go and AWS. I like both ends of the job: the architecture and the team, and the clean, performant code that does exactly what a designer needs.

Available now for contract and part-time work — remote or hybrid.

  • 11 shipped titles
  • 20+ years
  • Console · PC · Mobile · Web
Paul Baker

Games I've shipped

Shipped

Wonderman Nation key art

Wonderman Nation

2024

Lead Programmer · GOATi Outsourcing

  • Web

A browser-based creature-collection game — breed creatures, build a village, and compete in a set of arcade mini-games: a pinball table, a Galaga-style shooter, and a Breakout-style game with its own level editor, all in Unity WebGL. I joined as Lead Programmer to take the game client from prototype to production — bringing in an MVC architecture and unit testing, leading a backend programmer and mentoring a junior Unity programmer — and built the game modes, the mini-games and the FMOD audio.

22 Racing Series key art: a futuristic race car powering through a banked tunnel

22 Racing Series

2018

Gameplay Programmer · GOATi Entertainment

  • PC
  • Steam

An "RTS-racer" — realistic physics-based future racing crossed with real-time strategy: manage resources, retune your car mid-race, and fight team-vs-team for control of track sectors. Built on RevGen, GOATi's in-house C++/Lua engine. I owned gameplay and race modes, the GUI (hub, menus, HUD), tutorials and FMOD audio — and built the in-game 3D spline-based track editor, mid-race tuning and the race-rules editor.

myDRIVESCHOOL in use — a wheel-and-pedal rig with the in-sim city driving view on screen

myDRIVESCHOOL

2018

Gameplay Programmer · GOATi Entertainment

  • PC

A serious driving simulator built to reduce road trauma — scenario-based training in road rules, vehicle control and hazard perception, driven with a real steering wheel and pedals and used across schools, TAFEs and government road-safety programs. I worked on the steering-wheel and pedal input and the interface.

Defect key art

Defect

2016

Lead Programmer · Three Phase Interactive

  • PC
  • Mac
  • Linux
  • Steam

Build a spaceship and fly a mission — then your crew mutinies and steals it, and you design a new ship to hunt down your old one. A 2D physics space game with a deep modular ship editor (Unity C#, FMOD). I was lead programmer, project manager and marketing/PR. Funding was a whole-team effort totalling A$208,088 — a A$43,088 Kickstarter from 941 backers, a A$60,000 Film Victoria grant and A$105,000 of Screen Australia production investment — and I was on point for the Kickstarter, Steam Greenlight and Film Victoria. The modular ship editor and the adaptive music are the parts I'm proudest of.

Knowing that you'll lose a ship and have to take it down allows for all kinds of tactical trickery, and suddenly the Death Star's Thermal Exhaust Port makes perfect sense.
Adam Smith · Rock Paper Shotgun ↗
Stunt Star: The Hollywood Years splash art

Stunt Star: The Hollywood Years

2012

Sole Programmer & PM · Three Phase Interactive

  • iOS
  • Android
  • Windows Phone

A physics-based stunt-jump game: you draw the ramp, then manage your speed and in-air balance to land the jump. You play a Hollywood stuntman reliving his career as it flashes before his eyes — 80-plus levels across three worlds, riding everything from bikes to monster trucks kitted out with nitrous, ejector seats and car parachutes. I was the sole programmer — Unity C# and FMOD — plus project manager and the studio contact for external marketing, audio and localisation, and ran support and social.

A delight for fans of trial-and-error score-chasers.
TouchArcade, 4/5 ↗
Marvel Super Hero Squad (Wii) box art

Marvel Super Hero Squad

2009

Principal Programmer, Combat · Blue Tongue Entertainment / THQ

  • Wii

A co-op brawler spun off from the animated series, starring super-deformed versions of Iron Man, Hulk, Wolverine, Thor and the wider Marvel roster. Two heroes punch through waves of enemies with drop-in co-op and on-the-fly character swapping, and the same roster carries into a free-for-all versus mode. I ran the three-person combat sub-team and owned the brawler system — its technical design and the property / attack-combo editing tool that gave every hero its own moveset — and was acting lead for a period.

El Tigre: The Adventures of Manny Rivera (PS2) box art

El Tigre: The Adventures of Manny Rivera

2007

Senior Programmer · Blue Tongue Entertainment / THQ

  • PS2

A 2D side-scrolling platformer based on Nickelodeon's cartoon: Manny Rivera hits his belt buckle to become El Tigre, a were-jaguar luchador, and runs, jumps and brawls through Miracle City for Macho Points — with time-trial stages where the clock only extends if you keep grabbing tacos, and bosses that chase you the length of a level. A nine-month project that passed Sony's PS2 certification first submission, with no bugs raised. I handled gameplay programming, bug-fixing and technical support for the content team.

Nicktoons: Attack of the Toybots (Wii) box art

Nicktoons: Attack of the Toybots

2007

Senior Programmer · Blue Tongue Entertainment / THQ

  • PS2
  • Wii

The third Nicktoons crossover, and the biggest roster — around a dozen of them against Professor Calamitous and his toy-robot army. You take most levels as a pair of heroes, swapping between them, and climb into a Jimmy Neutron-built mech suit for the rest, fighting through Bikini Bottom, Amity Park, Fairy World and the Toybot Factory itself. I built players, weapons and visual effects, integrated code from other internal teams, and ported a level to Xbox 360 including soft particles.

Nicktoons: Battle for Volcano Island (GameCube) box art

Nicktoons: Battle for Volcano Island

2006

Senior Programmer · Blue Tongue Entertainment / THQ

  • PS2
  • GameCube

The second crossover, stranding the Nicktoons on a volcanic island and widening the roster to their sidekicks — SpongeBob, Patrick and Sandy, Danny Phantom and Sam, Timmy Turner. Each carries one ability nobody else has, so a ghostly barrier needs Danny's phantom form, a wide gap needs Timmy's fairy flight, a far-off switch needs SpongeBob's bubbles; you switch at will and a friend can take the heroes you're not using. I worked on players, weapons and pickups; visual effects and a material editor; an AI network editor; background autosaving; and Perforce support.

Nicktoons Unite! (PS2) box art

Nicktoons Unite!

2005

Senior Programmer · Blue Tongue Entertainment / THQ

  • PS2
  • GameCube

The first Nicktoons crossover: SpongeBob, Danny Phantom, Timmy Turner and Jimmy Neutron team up across each other's worlds. All four are on screen at once and you swap between them freely, the AI driving whoever you aren't — each hero's signature power opens a different obstacle, so progress is a puzzle of bringing the right one to it. Up to four can play. I rolled out Perforce and a branching workflow, and built entities, weapons, visual effects and a material editor, the save-game system, TRC compliance and technical documentation.

The Polar Express (PS2) box art

The Polar Express

2004

Software Engineer · Blue Tongue Entertainment / THQ

  • PS2
  • GameCube
  • PC

An action-adventure tie-in to the Robert Zemeckis / Tom Hanks film, retracing the midnight train journey to the North Pole across six chapters of platforming, present-hunting, puzzles and vehicle set-pieces — with the film's bit-part Scrooge puppet promoted to villain, stealing the children's tickets to get them thrown off the train. I did early prototyping and solely owned three of the set-pieces: the runaway observation car, tilted on its brake wheel to dodge oncoming traffic downhill; the pneumatic tubes under the North Pole, switching gates on colour cues; and the zeppelin, flown over the city past bridges and balloons. I also added the GameCube build late on — the one Blue Tongue game built on RenderWare rather than the in-house engine.

Prototypes & unreleased

Race Hub key art: the logo ringed by cars, bikes and futuristic racers

Race Hub

2021–24

Gameplay Programmer · GOATi Entertainment

  • PC

GOATi's follow-up to 22, and a platform rather than a single game — pitched as a “Roblox of racing”, where the in-game creation tools that were one feature of 22 become the whole product. Track and race builders, licensed real-world manufacturers alongside fantasy ones, everything from cars and bikes to karts, drones and maglev, and modes running from sim through arcade to party. I built all of the in-game tools, reworked vehicle physics, input, sound and GUI, and added in-vehicle dashboard clusters, gear sticks, screens and HUDs.

Honda Experience

2018

Gameplay Programmer · GOATi Entertainment

  • PC

A promotional experience for Honda Australia, built on the 22 codebase: Mount Panorama, the Civic Type R, and a fixed time window in which to set the fastest lap you could. I did all of the non-engine/rendering programming — vehicle physics, input, sound and GUI, tuned to suit a real car on a real circuit.

WWE Brawl key art

WWE Brawl

2009–11

Lead Programmer · Blue Tongue Entertainment / THQ

  • PS3
  • Xbox 360
  • Wii

A four-player platform fighter in the vein of Super Smash Bros. and Power Stone — caricatured WWE superstars battling in the destructible arenas of "Brawl City". Blue Tongue's final project; unveiled at WWE's 2011 partner summit but cancelled as THQ wound the studio down. I led the engineering team as it grew from eight to sixteen: hiring and performance management, technical design and review, roadmap ownership, and cross-studio technology sharing within THQ.

Beyond games

EcoSite off-grid unit with roof solar and deployed stairs

Ecosite — ongoing

2026–present

Software Engineer · OzXCorp

  • Web
  • Cloud
  • Edge

I'm back on Ecosite — the off-grid site-facility telemetry platform — and this time I own it end to end, from the edge devices through the cloud services to the web front end.

EcoSite off-grid unit

Ecosite

2020–21

Senior Software Engineer · OzX Corp

  • Web
  • Cloud

The software behind a fleet of off-grid, solar-powered site facilities — self-contained units hired out to construction and mining projects. Each reports home over IoT: solar yield, battery state of charge, and fresh, grey and waste water tank levels, so an operator can see across remote sites without driving to them. I worked under the project's software architect on requirements and planning, the web app and the cloud microservices behind it — with a heavy focus on automated testing.

Experience

  1. Jun 2026 — present

    Software Engineer OzXCorp

    Greater Melbourne · Contract · Hybrid

    • Sole charge of the Ecosite platform, modernising and extending it end to end — web front end, cloud services and edge devices.
  2. Feb 2024 — May 2026

    Lead Programmer GOATi Outsourcing

    Melbourne · Contract · Hybrid

    • Brought on to take Wonderman Nation (Unity WebGL) from prototype into production, leading a backend programmer and mentoring a junior Unity programmer.
    • Introduced the MVC architecture pattern and unit testing to the client, producing code that is easy to maintain and relatively bug-free.
    • Shipped creature breeding, village raising and online battle modes plus pinball, Galaga- and Breakout-style minigames, with FMOD sound and music.
  3. Feb 2021 — Feb 2024

    Game Programmer GOATi Entertainment

    Melbourne · Contract · Hybrid

    • Two-engineer team on RevGen, GOATi's in-house C++/Lua engine, for 22 Racing Series (Steam Early Access); owned gameplay, race modes, in-game editors, GUI, audio and tutorials.
    • Built the in-game 3D spline-based track editor, mid-race vehicle tuning and the race-rules editor — the work I'm proudest of on the project.
    • Adapted the codebase for Race Hub, GOATi's user-generated racing platform: built all of its in-game tools, and reworked vehicle physics, input, sound, GUI and in-vehicle dashboard clusters, gear sticks, screens and HUDs.
  4. Nov 2018 — Feb 2021

    Senior Software Engineer OzX Corp

    Greater Melbourne · Full-time · Hybrid

    • Engineering and project management across IoT, power-electronics and electromechanical projects, working under the company's software architect.
    • Ecosite: requirements and planning, the web app, and additions to the cloud microservices behind it — test-driven throughout.
    • Embedded and IoT work on the RV power platform: firmware on the units, the cloud services behind them, and a phone app over Bluetooth and the cloud.
  5. Jul 2017 — Nov 2018

    Game Programmer GOATi Entertainment

    Melbourne · Contract · On-site

    • Took 22 Racing Series from tech demo to a fully-featured, networked gameplay prototype; built the UI, vehicle/track upgrade systems, in-game vehicle editor, leaderboards and inventory.
    • Prepared builds for and demonstrated at PAX Australia 2017 and 2018 — selected for PAX Rising both years — and at Melbourne Esports Open 2018, where it ran on the public floor as a playable showcase and a tournament.
    • Adapted the codebase for the Honda Experience — a Civic Type R at Mount Panorama — doing all of its non-engine/rendering programming, and worked on input and UI for myDRIVESCHOOL.
  6. Mar 2012 — Jun 2018

    Co-founder & Technical Director Three Phase Interactive

    Melbourne · Self-employed · Hybrid

    • Defect (Steam — PC, Mac, Linux): lead programmer, project manager and marketing/PR. Unity C# and FMOD. Funding was a whole-team effort totalling A$208,088 — a A$43,088 Kickstarter from 941 backers, a A$60,000 Film Victoria grant and A$105,000 of Screen Australia production investment — with me on point for the Kickstarter, Steam Greenlight and Film Victoria. Won Overall Excellence at Unite Melbourne 2015 and was nominated for Innovation at the 2016 Australian Game Developer Awards.
    • Stunt Star: The Hollywood Years (iOS, Android, Windows Phone): sole programmer and project manager; studio contact for external marketing, audio and localisation.
    • Selected for PAX Rising, the curated indie section of PAX Australia, showing both games across 2014–2016.
  7. Jul 2003 — Jun 2011

    Junior → Lead Programmer Blue Tongue Entertainment / THQ

    Melbourne · Full-time · On-site

    • Progressed from Junior to Lead as the studio went from independent to an internal THQ studio running multiple projects. Worked across the tool-chain and the games (in-house engine and FMOD on all but the first).
    • Shipped on Wii, PlayStation 2, GameCube and PC — Marvel Super Hero Squad, El Tigre, three Nicktoons titles and The Polar Express — and led engineering for years on WWE Brawl (Xbox 360 / PS3 / Wii), cancelled when THQ closed the studio.
    • As Lead: hiring and performance management (team of 8 → 16), project management of engineers, design-spec review, overall technical design and review, roadmap ownership, and technology sharing within Blue Tongue and between THQ studios.

Skills

Languages

  • TypeScript
  • JavaScript
  • SCSS / CSS / HTML
  • GraphQL SDL
  • Go
  • C#
  • C++
  • Lua
  • Dart
  • C

Engines & tools

  • Claude Code
  • GitLab
  • GitHub
  • React
  • RxJS
  • Docker
  • AWS SDKs
  • Unity
  • FMOD
  • Flutter
  • Perforce

Web & cloud

  • AWS IoT Greengrass
  • Edge (Raspberry Pi)
  • AWS Lambda
  • AWS CloudFormation
  • AWS DynamoDB
  • AWS Cognito
  • WebGL

Practice

  • Software architecture
  • Layered automated testing
  • Infrastructure as Code
  • CI/CD
  • MVC
  • Refactoring & optimisation
  • Team leadership
  • Mentoring
  • Project management

Honours & highlights

  • Appointed Brought in as Lead Programmer, 2024 — took the game client from prototype to production and introduced MVC architecture and unit testing to its codebase Wonderman Nation
  • Winner Overall Excellence — Unite Melbourne, 2015 ↗ Defect
  • Nominee Innovation — Australian Game Developer Awards, 2016 ↗ Defect
  • Funded A$208,088 raised — a A$43,088 Kickstarter from 941 backers, a A$60,000 Film Victoria grant and A$105,000 of Screen Australia production investment Defect
  • Greenlit Passed Steam Greenlight Defect
  • Selected PAX Rising — the curated indie section of PAX Australia — in 2017 and 2018 22 Racing Series
  • Selected PAX Rising at PAX Australia, 2014–2016 Defect · Stunt Star
  • Tournament Playable showcase and tournament on the public floor — Melbourne Esports Open 2018 22 Racing Series
  • Academic First Class Honours, Bachelor of Engineering (Software Engineering) — University of Newcastle

What colleagues say

A hardworking, dependable engineer with excellent problem-solving and technical skills. Paul works across multiple problem domains, languages and frameworks, and consistently delivers high-quality work — maintainable, readable and robust systems.
Alister Hatt · Senior Expert Software Engineer, Sledgehammer Games (managed Paul)
Paul primarily worked on gameplay features, HUD and UI/UX. He was extremely diligent, efficient and competent across a number of programming disciplines, and would always work through task briefs before beginning — never leaving anything up to chance. I would have no problem recommending Paul to any team.
Garth Midgley · Studio Founder & Creative Director, GOATi (managed Paul)
An extremely capable and insightful engineer. On Marvel Super Hero Squad he worked quickly and thoroughly, producing high-quality code in key game systems such as the combat system. As a lead he was steady, organised and of high integrity, with an excellent instinct for finding solutions to difficult architectural problems — roundly respected by the engineering team he led.
Marc Hildenbrand · Staff Software Engineer, Canva (reported to Paul)
One of the most organised, productive and sharpest co-workers I've had. As Lead Programmer he brought strong leadership, technical and communication skills, and was extremely efficient — making the job of the production team almost effortless.
Ingrid Popper · Producer / PM (worked with Paul)

Education

  • 2002

    Diploma of Computer Games Development

    Academy of Interactive Entertainment (AIE) · Software Design

  • 1998–2001

    Bachelor of Engineering (Software Engineering) First Class Honours

    University of Newcastle, NSW

Let's talk

Melbourne-based. Available for part-time and contract work — remote or hybrid.