Timothy Kennedy
Veteran Game Industry Tech Leader — a.k.a. just a guy who loves making games
Automation & Tools Developer
LFG (Looking for Group)
Open to contract & full-time work
Shipped Work
Inwigo
Studio head — a live VR title, end to end
Code review turnaround — halved (48h → 24h — via agentic tooling I built)
The full story →
Meta — Codec Avatars
Sr. Software Engineer, Codec Avatar Quality Evaluation — Reality Labs Research (2020–2022, via ICONMA)
Evaluation time — 2 hours saved per evaluation (restructured the avatar quality evaluation process)
The full story →
Finalmouse — Aim Gods
Lead Game Developer — from napkin to launch
Shipped in 14 months (competitive multiplayer FPS — UE4/C++, shipped December 2020)
The full story →
Fortnite — Epic Games
2022–2023
Inwigo — Meta Quest (live, free to play)
2026
Aim Gods — Finalmouse (shipped Dec 2020)
2019–2021
Unreal Engine — websockets fix shipped upstream to Epic
2020
FIVE: Guardians of David — Kingdom Games (PC)
2014–2015
Solo Projects
Map generator — watch it generate
clip plays in place
ATAT — a walking robot, because making things doesn't stop at software
Project EVE: Unity3D ↔ Raspberry Pi over UDP, camera streaming over IP (ATAT Tech, 2016–2019)
GitHub — pinned repos, READMEs worth reading ↗
opens in a new tab
History
Ran a live VR title end to end — production, backend, and the AI tooling that halved code-review turnaround.
Fortnite. Part of Epic's 2023 layoffs — still think it's an incredible place.
Restructured avatar quality evaluation: 2 hours saved per evaluation, 200% scale increase. Co-led the PyTorch automation initiative.
Architected and shipped Aim Gods (UE4 + AWS serverless) in 14 months with 8 engineers across 5 time zones.
The Maker era — robots, AR, and a gamified sales platform run as architect and team lead.
Enterprise .NET, FIVE: Guardians of David (Kingdom Games), Zynga, and a 5-man US Army vehicle simulator in UE3.
Contact
Reach out — I reply fast.