Project Lead / Solo Software Engineer / C# & Avalonia

I turn game-studio problems into focused desktop products.

I’m Sean Murray, the Project Lead and sole developer of an independent game development studio. I plan, design, build, test, and document C# desktop applications with Avalonia.

My work sits between software engineering and technical product ownership: defining a useful problem, reducing it to a workable release, and making the implementation explainable.

01 / Selected work

Project files

Three C# and Avalonia desktop applications showing collaboration, decision-support, accessibility, product thinking, and end-to-end technical ownership.

02 / Working record

One-person studio, full project ownership

My current experience comes from leading an independent game development studio and taking software from initial problem through architecture, interface, testing, documentation, and iteration.

Current

Independent studio

Project Lead & Solo Software Engineer

Independent Game Development Studio

  • Set project direction, define the smallest useful release, and convert broad product ideas into implementable work.
  • Build cross-platform desktop applications in C# and Avalonia, covering interface code, application state, services, and data.
  • Own testing, debugging, documentation, prioritisation, and the technical trade-offs normally distributed across a small team.

Selected portfolio

C# desktop product development

Three Applied Software Proofs of Concept

Collaboration, game-team decision support, and speech productivity

  • Designed a collaborative annotation system around shared state, participant ownership, reconnect behaviour, and local-first input.
  • Modelled an explainable drafting assistant that keeps component scores, uncertainty, and user-specific data visible.
  • Structured a transcription workflow around source preservation, correction, accessibility, provider abstraction, and export.

Ongoing practice

Technical leadership

Solo Studio Operations & Engineering Direction

Planning, implementation, review, and iteration

  • Maintain project roadmaps and choose work according to user value, engineering risk, and the cost of supporting each feature.
  • Document architecture and decisions so projects remain reviewable even when development pauses or priorities change.
  • Use small proofs of concept to test uncertain workflows before committing to a larger implementation.

03 / Profile

How I approach the work

Working alone has made me comfortable moving between product decisions and implementation details. I can define a workflow, build the interface, model the state, investigate failures, and explain why the system works the way it does.

I am interested in software engineering, game-tools, desktop application, and technical product roles where C# expertise, practical ownership, and clear engineering judgement are useful.

01

Own the whole loop

A feature is not complete when the code compiles. It also needs a clear purpose, understandable states, testing, and a supportable path.

02

Keep decisions explainable

Architecture, scoring, and automation should expose their assumptions so another engineer or user can challenge them.

03

Design for failure

Slow networks, incomplete data, interrupted processing, and invalid input are normal product states-not edge cases to hide.

Core language

C# · .NET 10 · asynchronous programming · object-oriented design

Desktop interface

Avalonia · XAML · MVVM · commands · bindings · custom controls

Application design

State management · service abstractions · local-first workflows · failure states

Data & integration

SQLite · JSON · SignalR · provider interfaces · local persistence

Project delivery

Git · debugging · testing · documentation · prioritisation · technical leadership

04 / Contact

Have a difficult product problem?
Send the unpolished version.

I’m interested in software engineering, game-tools, desktop application, and technical product roles where I can take responsibility for both the implementation and the decisions around it.