Game Programmer & Software Engineer · Melbourne, Australia

Paul Baker

Over 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 web, cloud and IoT systems end to end. I like both ends of the job: the big picture of architecture and team, and the clean, performant code that does exactly what a designer needs.

Currently on contract — happy to talk about future contract or part-time work, remote or hybrid.

hello@paulcbaker.dev · paulcbaker.dev · linkedin.com/in/paulcbaker

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

Games & projects

Shipped

Wonderman Nation key art

Wonderman Nation

2025

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, through GOATi's outsourcing arm, to take developer Alt Shift Games' 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

2022

Game 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

Game 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 from Kickstarter, Film Victoria and Screen Australia was a whole-team effort, 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, with Manny Rivera as the were-jaguar luchador El Tigre. 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 crossover, a 3D action-adventure: around a dozen heroes against Professor Calamitous's toy-robot army, fought as a switchable pair or in a Jimmy Neutron-built mech suit. 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, a 3D action-adventure stranding the Nicktoons and their sidekicks on a volcanic island, where each hero's unique ability opens a different kind of obstacle. 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

A 3D action-adventure and the first Nicktoons crossover: SpongeBob, Danny Phantom, Timmy Turner and Jimmy Neutron on screen together, switching at will with the AI running the rest, for up to four players. 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 train journey to the North Pole through platforming, puzzles and vehicle set-pieces. 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

Flow Racing key art: a neon racer speeding through a wireframe tube track

Flow Racing

2023–24

Game Programmer · GOATi Entertainment

  • PC

A synthwave arcade racer, announced as Flow – Syn x Vertue and built with the creation tools from 22 Racing Series: party co-op and elimination modes, and single-player modes that ride the music. I worked on its game modes and music features, the GUI, HUD and audio, and brought across the track editor its tracks were built with.

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

Race Hub

2021–24

Game 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

Game 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

Eco-Site off-grid unit with roof solar and deployed stairs

Eco-Site

2026–present

Senior Software Engineer · OzX Corp

  • Web
  • Cloud
  • Edge

I'm back on Eco-Site — 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. OzX supplies ECO-SITE's digital connectivity and power systems, and I look after the software side. Since its first unit went out in May 2020 the fleet has been booked by tier-one clients including CPB Contractors, John Holland, Laing O'Rourke and Metro Trains.

Eco-Site off-grid unit

Eco-Site

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, infrastructure and event sites. 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. Under the project's software architect I worked on requirements and planning, the web app — including the live data clients see from each unit and their weekly reports on carbon savings, power generated and usage — and the cloud microservices behind it, with a heavy focus on automated testing.

Experience

  1. Jun 2026 — present

    Senior Software Engineer OzX Corp

    Greater Melbourne · Contract · Hybrid

    • Sole charge of the Eco-Site platform, modernising and extending it end to end — web front end, cloud services and edge devices — for a fleet booked by tier-one clients including CPB Contractors, John Holland, Laing O'Rourke and Metro Trains.
  2. Feb 2024 — May 2026

    Lead Programmer GOATi Outsourcing

    Melbourne · Contract · Hybrid

    • Brought on through GOATi's outsourcing arm to take Alt Shift Games' 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 game client codebase, producing code that is easy to maintain, with few bugs.
    • 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.
    • Worked on Flow Racing, a synthwave arcade racer built with the same tools: game modes, music features, GUI, HUD and audio, and bringing the track editor across.
  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. Also built the client-facing help site, spanning the company's digital products.
    • Eco-Site, from its 2020 launch: requirements and planning, the web app — including clients' live data and weekly carbon, power and usage reports — 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. Worked on the remote monitoring that tracked a 20,000 km off-grid lap of Australia live in 2019, and demonstrated at the platform's launch at that year's Victorian Caravan Supershow.
  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

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

Engines & tools

  • Unity
  • FMOD
  • WebGL
  • Perforce
  • GitLab
  • GitHub
  • Docker
  • Claude Code

Web, mobile & cloud

  • React
  • RxJS
  • Flutter
  • AWS SDKs
  • AWS IoT Greengrass
  • Edge (Raspberry Pi)
  • AWS Lambda
  • AWS CloudFormation
  • AWS DynamoDB
  • AWS Cognito

Practice

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

Honours & highlights

What colleagues say

Quoted from public LinkedIn recommendations ↗

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 · Managed Paul at OzX Corp Now Senior Expert Software Engineer, Sledgehammer Games
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 · Managed Paul at GOATi Founder & Managing Director / Creative Director, GOATi
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 · Reported to Paul at Blue Tongue Entertainment Now Staff Software Engineer, Canva
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 · Worked with Paul at Blue Tongue Entertainment Now self-employed 3D Producer / PM

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. Currently on contract; open to conversations about what's next — remote or hybrid.