About Scott

About Scott

Scott

Senior Software Engineer with over 20 years of experience in .NET and the Microsoft ecosystem

The industry has shifted dramatically. A few years ago, developers wrote every line of code by hand. Today, AI accelerates development — you describe what you need, validate the output, refine, and ship. The fundamentals still matter, but the workflow has evolved.

Cybersecurity (2022–Present)

Experience with Windows Services, WPF, and the Windows Extensibility Framework (WEF)

For the past four years, I’ve worked in cybersecurity, building Windows services that detect, log, and stop ransomware activity. I designed a modular architecture using the Microsoft Extensibility Framework, creating a clean dependency‑injection system that replaced a fragile update process and made the services far easier to maintain and extend.

We grew from 300 customers to several thousand, ultimately leading to an acquisition by a major cybersecurity company. I’m proud of the work we delivered — from stopping real ransomware attacks to building demos and simulators that showcased our technology. It was an impressive and rewarding run.

Web Development (2001–2021)

.NET Core, SQL Server, Minimal APIs, MVC, and transitioning monoliths to microservices

Most of my career has been in web development — building front‑end and back‑end systems, creating tools for load testing, QA automation, and streamlining engineering workflows. Several small companies I joined grew significantly and were eventually acquired, often after we delivered platforms that punched far above our size.

Clean development practices have always been central to my work: keeping code DRY, writing meaningful unit tests, and building systems that are reliable, maintainable, and easy for teams to evolve over time.

Raid on Scorpion Island (Indie Game Development)

Unity, C#, 3D gameplay systems, custom AI behaviors, environmental triggers

Raid on Scorpion Island is a 3D action game I released in December 2021. It’s no longer in development, but it remains one of my favorite personal projects — a chance to build something end‑to‑end outside of traditional enterprise software.

I engineered the core gameplay systems, enemy AI, camera behavior, and interactive world elements. The project let me combine creativity with engineering discipline, and it taught me a lot about shipping a complete game as a solo developer.

Poster & Concept Art (AI generated)

Indy Lost Temple Delorean Door The Burbs Poster Warcode Poster Wargames Poster Jurassic Park Workstation