Michael Galbraith Purvis

Software Engineering Manager / Director
mikegpurvis@gmail.com · Fort Collins, CO US · LinkedIn · GitHub

Senior Software Engineer with specialty in User Interface and Systems Programming as well as Management. experience in C++/C#, game engines (Unreal, Unity), simulation, and UI/HMI. Led teams and shipped across games, vehicle HMI, and military simulations; comfortable with metaprogramming for large interfaces

Skills

AI / ML: Prompt Engineering, Computer Vision (OpenCV), Deep Learning (PyTorch, TensorFlow), Agentic AI
Programming Languages: C++, C#, JavaScript, Python, Java
Game Engines: Unreal Engine, Unity, PlayCanvas, GameMaker
GUI / Web: Vue, HTML, CSS, WPF, Silverlight, AngularJS, GTK, Flash Scaleform
Databases: MySQL, T-SQL, SQL Server
Servers: Node.js, Apache, JBoss, IIS
Operating Systems: Windows, Ubuntu Linux, Red Hat Linux
IDEs: Visual Studio, Rider, WebStorm, Eclipse, IntelliJ, CLion
Source Control: Git, Perforce, Diversion, SVN
Project Management: Jira, Unfuddle, Microsoft Project

Experience

AI Fullstack Engineer @ Prodigy Labs - The Art of Intelligence
2025-10 – Present
Fullstack AI - Unreal Engine - Meta Human - Agentic AI - AI/ML Engineering
Director of Engineering @ Aedis Phantastica Games
2025-06 – Present
Lead Technical Development of 3rd person adventure game Vertical Slice
Senior Software Engineer (Contract) @ Mercor Intelligence
2025-01 – 2025-08
Prompt creation for training advanced AI in complex software engineering tasks. Work across C++/Python frameworks and AI productivity tools.
Lead HMI Software Engineer @ Canoo
2021-11 – 2025-01
Led the UI/HMI effort for Canoo vehicles, overseeing UI engineers, hiring, mentoring, demos, and dashboard architecture.
  • Designed and implemented dashboard touchscreen application architecture.
  • Programming in C++, Qt/QML, and Unreal Engine; shader/material development.
  • Meta-programming with API Gear to generate service bindings to Unreal Engine.
  • Served on engineering interview panels and drove team standards.
Senior Systems Engineer @ Heart Machine
2021-04 – 2021-11
UI programming on Solar Ash (PS4/PS5, PC) using Unreal Engine C++ and Blueprints.
Software Engineer IV @ Konami Gaming, Inc.
2019-06 – 2021-04
Team Lead in Games R&D; C++ development and debugging for video slot machine games.
  • Led tasking, mentoring, and interviewing for engineers.
  • Project assessment, planning, and time budgeting.
Senior Game Programmer @ United Power
2018-08 – 2019-06
Team lead and JavaScript game programmer for a web-based MMO.
  • PlayCanvas, Vue, Apollo/GraphQL, HTML5, WebGL shader programming.
Software Engineer III @ Konami Gaming, Inc.
2017-02 – 2018-08
C++ development and debugging for video slot machine games.
  • Evaluated Unreal Engine 4 and prototyped for a next-gen game platform.
  • Built internal C# tooling.
Simulation Software Developer @ TecMasters, Inc.
2016-07 – 2017-01
C++ programming for modeling & simulation applications; GUI work with GTK.
Simulation Software Developer @ Alatec, Inc.
2015-08 – 2016-07
C++ refactoring from legacy C to modern C++ to meet military requirements.
Software Engineer III @ Midnight Studios
2013-10 – 2015-07
Designed and led development for a small UE4 arcade game; AAA UI contributions.
  • Implemented GUI features enabling 4-player local splitscreen to Borderlands: The Pre-Sequel and Borderlands 2.
  • Helped develop a modular gaming platform (HTML5/AngularJS/CreateJS).
Principal Software Engineer @ Janus Research Group
2012-03 – 2013-10
Promoted from Senior Engineer; Unreal Engine 3/C++/UnrealScript gameplay systems.
  • Led FBI Crime Scene Training Game; designed and developed core gameplay (incl. SLR camera simulation).
  • Multiplayer networking; ported single-player systems to multiplayer.
  • Built Python tool to parse code and auto-populate documentation spreadsheets, reducing effort from 6 to 2 months.
  • Built Python build-monitor gadget for server status.
Software Analyst III @ Alatec, Inc.
2011-10 – 2012-03
Java 2D graphics for military simulation; engineering documentation automation.
Senior Software Engineer @ Chickasaw Nation Industries
2009-11 – 2011-10
Designed and developed an Intelligent Agent military simulation and led the project.
  • Project Manager, Development Lead, and Site Manager in year 2.
  • Recruited and hired engineers and artists.
  • Technologies: C++, MySQL, .NET/C#/WPF; HLA interoperability with other simulations.
Software Analyst I @ Alatec, Inc.
2008-12 – 2009-11
Wargame and ground combat simulation programming; built GUI tool suite for scenario creation for COMBATXI.
Application Programmer @ Lifetouch National Studios
2006-09 – 2008-10
Office automation for assembling and printing using C#, VB, SQL, and .NET; Access queries.
Jr. Software Engineer (Contract) @ Tricky Software
2007-10 – 2007-11
Programmed menu system for Spore Origins (iPod Touch) in C.
Intern Programmer @ White Wolf / CCP North America
2007-05 – 2007-08
Developed a combat system prototype for the MMO World of Darkness (Python in EVE engine).

Projects

Canoo HMI Dashboard — Canoo
2021-11 – 2025-01
Lead HMI Software Engineer
Led architecture and implementation of vehicle dashboard touchscreen UI/HMI in Unreal/Qt-QML; team leadership and hiring.
Solar Ash (UI) — Heart Machine
2021-04 – 2021-11
Senior Systems Engineer
UI programming in Unreal Engine C++/Blueprints for PS4/PS5 and PC.
Borderlands 2 / The Pre-Sequel – 4P Splitscreen GUI — Midnight Studios
2013-10 – 2015-07
Software Engineer III
Implemented GUI features enabling 4-player local splitscreen.
FBI Crime Scene Training Game — Janus Research Group
2012-03 – 2013-10
Principal Software Engineer
Led design and development; built core gameplay systems and networking in Unreal Engine 3.

Education

The Art Institutes of California (San Francisco, CA)
2005-09 – 2008-12
B.S. — Visual & Game Programming
Heald Institute of Technology (San Francisco, CA)
1994-01 – 1996-07
A.S. — Electronics Technology

Other

Specialist E-4, M1A1 Armor Crewmember (19K10), U.S. Army
1990-01 – 1993-12-31
Operations: Desert Shield, Desert Storm, Desert Defense; Honorable Discharge.

Certificates

Pixar Certificate for RenderMan
Pixar / Autodesk Maya