Xbox Studios
“Gaming is fundamentally about bringing joy to people.” - Phil Spencer
Xbox Studios
I’ve worked in Xbox Studios in Redmond, WA, where I helped ship the Xbox One console and celebrated with the team at the launch party in Studio B on November 22, 2013.
This is some of the most demanding software development work that exists - where every millisecond matters and there’s no room for error, because it would spoil the fun.

What I Did
I worked on backend systems, not games. The distinction matters: I didn’t ship any individual game titles. I shipped platform infrastructure that hundreds of games depend on - including systems leveraged by Halo.
When you build at the platform level, your work touches everything built on top of it. A bug in my code doesn’t break one game - it breaks hundreds. That’s a different kind of pressure and a different kind of responsibility.
What This Work Teaches You
Performance-Critical Development: Games must hit 60fps or suffer. Every line of code is scrutinized for performance. This discipline carries into everything else I build.
Platform Thinking: When you build infrastructure that other developers depend on, you learn to think about APIs, contracts, backwards compatibility, and the downstream consequences of every decision.
Cross-Functional Collaboration: Working with game developers, artists, designers, audio engineers, producers, and QA teams. Game platform development is inherently cross-functional in ways that translate directly to leading diverse engineering teams.
Shipping Under Pressure: Games have hard ship dates. The holiday window doesn’t move. Console launches don’t slip. Learning to scope, cut, and ship is a skill that transfers to every deadline-driven project.
GameDev.com
I own GameDev.com and use it for consulting and projects.
The skills from platform-level game development transfer directly to enterprise software: performance optimization, distributed systems, operating at scale, and shipping under pressure. When someone asks if I can handle complex technical challenges with real deadlines, I point to the fact that I helped ship a console and built backend systems used by millions of players.