
Michael Romero
Staff Engineer · Game & Client Development
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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)
