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Michael Romero

Michael Romero

Staff Engineer · Game & Client Development

Talent
Placerville, CAMember since July 15, 2026
C++UnityGame UIClient Development
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C++UnityGame UIClient Development

About

Game programmer specializing in client development with 17 years of professional programming experience for standalone and live-service games across mobile, PC and console.

Experience

Staff Engineer at Limit Break (2026-05 – Present)

Engineering Lead at Limit Break (2023-08 – 2026-05)

Senior Software Engineer at Limit Break (2022-06 – 2023-08)

  • Led and contributed to numerous client features and tools spanning multiple areas of Puzzle Panic.
  • As one of the company's first hired game programmers, I helped drive the MVC architecture and workflow while building key systems including the static-game-data builder, reward sequencing system, episode content and data pipeline, UI framework, and more.

Lead Programmer at Brainquake (2014-04 – Present)

Lead the engineering effort for the BrainQuake puzzle-platform app.

Software Engineer III at Electronic Arts (EA) / Capital Games (2021-04 – 2022-06)

  • Worked on Star Wars: Galaxy of Heroes following Glu Mobile's acquisition by EA.
  • Previously contributed to Disney Sorcerer's Arena.

Programmer at Romero Games Ltd. (2014-11 – 2022-06)

  • Programmer on a Doom (2016) NDA contract.
  • System programmer on Empire of Sin; game programmer on Gunman Taco Truck.

Programmer, Designer at HowlJerk Games (2009-11 – 2022-01)

  • Programmed and designed ongoing projects, including the iOS/Android release Dodger Down.

Sr. Software Engineer at Glu Mobile (2016-03 – 2021-04)

  • Held Software Engineer, Staff Software Engineer, and Senior Software Engineer roles.
  • Worked with Glunies Studio on Disney Sorcerer's Arena, Diner DASH Adventures, and Restaurant DASH with Gordon Ramsay.

Programmer at Loot Drop Inc. (2014-02 – 2016-03)

  • Defined, implemented, and debugged game features on the core team; contributed game, systems, and engine programming for an unannounced RTS and Charmcraft Hollow.

Software Engineer at Loot Drop Inc. (2011-05 – 2013-02)

  • Developed game and engine systems for Ghost Recon Commander, Pettington Park, Charmcraft Hollow, Cloudforest, and Mineshaft.

Flash Client Engineer at PLAY GIG-IT (2013-07 – 2014-02)

  • gameplay, systems, and UI code.

Software Engineer at Breaktime Studios (2013-02 – 2013-07)

  • game clients using an in-house C/C++ multi-platform embedded engine; released Paper Streets for iOS.

Game UI Programmer at The Amazing Society (2010-10 – 2011-05)

  • UI for Marvel Super Hero Squad Online.

Unity Software Development Engineer at Smith & Tinker, Inc. (2010-07 – 2010-10)

  • game development tasks, bug fixing, and feature work for Nanover.

Junior Game Programmer at wishb, LLC (2010-03 – 2010-07)

  • C# scripting in Unity for GlobWorld.

Junior Programmer at Slipgate Ironworks (2009-08 – 2009-10)

  • engineering support for an in-production MMO.

Education

Bachelor's Degree in Computer Science – Full Sail University (2007 – 2009)

– Roseville High School (2004 – 2006)

– Casa Roble High School (2002 – 2004)

Skills

Staff EngineerGame & Client Development

Reviews