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Senior Software Engineer Systems & Emulation Expert

Location:
Chicago, IL
Salary:
140000
Posted:
April 26, 2026

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Resume:

David Miller

CONTACT

• Email: *****.*********@*******.***

• Phone: 1-214-***-****

• Location: Chicago, IL

SUMMARY

Senior Software Engineer with 20+ years of experience designing and building high-performance system- level software, emulators, embedded systems, and scalable applications. Strong expertise in C/C++, C#, Python, and JavaScript, with deep experience in low-level architecture, performance optimization, and cross-platform development.

Proven track record delivering complex software systems across gaming, embedded devices, emulation platforms, and cloud-connected applications. Highly experienced in remote freelance and contract-based engineering roles with full ownership of architecture, development, and deployment. WORK EXPERIENCE

Sony

Senior Software Engineer

05/2022 – 08/2025 Naperville, IL

• Engineered and tuned PlayStation-focused emulation paths for console-accurate behavior under demanding workloads.

• Profiled and optimized low-level execution hot spots, enhancing stability across hardware-compatibility test scenarios.

• Raised test-pass rates on benchmark title suites through iterative fixes and regression coverage.

• Worked closely with cross-functional engineering teams to improve performance and reliability across emulator subsystems.

• Continuously maintained and updated emulation components to support evolving test and compatibility requirements.

IBM

Senior Software Engineer

02/2020 – 06/2022 Chicago, IL

• Extended QEMU TCG with IBM s390x z15 ISA capabilities, including vector instruction support and related system features.

• Authored automated validation suites covering 50+ instruction patterns to guard correctness across edge cases.

• Partnered on high-performance architecture simulation work tied to TCG execution and optimization goals.

• Regularly updated and improved instruction handling and testing frameworks to support evolving architecture requirements.

Rhesus Engineering GmbH

Lead Software Engineer

04/2018 - 09/2020 Zurich, Switzerland

• Delivered a Qt/C++ desktop utility for UART hardware bring-up (115,200+ baud class links), shrinking partner validation from multi-day bench cycles to same-day checks on 3+ reference boards.

• Specified framing, sequencing, and checksum-backed error recovery for host-to-device protocols spanning C++ desktop services and embedded firmware, covering 8+ command types and supporting 4+ concurrent hardware bring-ups.

• Rolled out production-ready tooling adopted for repeatable integration and field diagnostics workflows. Antstream Arcade

Senior Software Engineer

07/2016 - 02/2018 London, UK

• Retrofitted a QEMU-based emulation backend for cloud gaming, keeping measured interactive round-trips within sub-100-ms budgets on production streaming paths.

• Integrated the QEMU emulator stage into proprietary cloud streaming ingest and session paths, supporting 40+ catalog titles with sustained sub-100-ms interactive latency on benchmark production routes.

• Boosted real-time performance through profiling-driven changes in hot paths and resource scheduling. NanoTech Entertainment, Inc.

Vice President of Gaming Development

02/2013 – 07/2016 San Jose, CA

• Directed the gaming software division spanning arcade and pinball product lines and multi-release roadmaps.

• Guided engineering staff and architecture decisions for platform software, content pipelines, and hardware interfaces.

• Launched streaming and arcade offerings including MultiPin and Pinball Wizard, coordinating cross- discipline delivery.

• Set technical strategy, prioritization, and quality bars for product development across remote teams. GlobalVR

Software Engineer II

03/2007 – 10/2012 San Jose, CA

• Ported arcade emulator stacks to embedded Linux on low-MHz, memory-tight hardware (tens of MB RAM), preserving playable frame rates across 5+ shipping device configurations.

• Integrated JAMMA (standard arcade wiring harness) to USB bridge hardware with software routing, mapping 40+ discrete switch lines to USB HID reports across 3+ cabinet SKUs at 60 Hz sampling.

• Refined frame timing and throughput on resource-limited embedded configurations through precision tuning.

• Shipped Windows HID communication libraries and hot-plug discovery flows for arcade I/O, achieving sub- 10-ms input latency on reference cabinets and stable enumeration across 50+ power-cycle QA runs. Capcom Studio 8

Software Engineer

02/2005 – 11/2006 Sunnyvale, CA

• Shipped a CPS (Capcom Play System) emulator integration supporting console delivery requirements.

• Orchestrated emulator integration work for Final Fight Streetwise on Xbox and PlayStation 2 milestones.

• Coordinated engineering milestones, test cycles, and release readiness for embedded game systems. UltraCade Technologies

Software Engineer

04/2003 - 09/2005 San Jose, CA

• Initiated early emulator subsystems and arcade platform foundations reused across 3+ product lines and release cycles.

• Crafted engine modules for arcade racing and simulation titles with emphasis on deterministic frame behavior.

• Explored Dreamcast and Naomi emulation research to inform arcade system integration strategies. EDUCATION

Associate’s Degree 01/2000 - 05/2003

Illinois Institute of Technology Chicago, Illinois SKILLS

Languages: C, C++, C#, Python, Java, JavaScript, PHP, Perl, Objective-C, Assembly Systems & Low-Level: Embedded Linux, embedded operating systems, firmware development, UART/serial protocols, USB/HID interfaces, performance profiling, SIMD/vector optimization Emulation & Virtualization: QEMU/TCG, emulator development, CPU/ISA implementation, virtualization, instruction-level validation

Application & UI: Qt (Qt5, Qt Creator), cross-platform desktop applications, UX-focused development, OpenGL/OpenGL ES, DirectX

Database: PostgreSQL, MySQL, MongoDB, Data Modeling, High-Volume Data Processing. Cloud & DevOps: Linux, Apache & Nginx, DevOps, CI/CD, AWS, SSL & DNS, Cloud Deployment, network administration

Mobile & Cross-Platform: iOS, Android, cross-platform system integration Gaming & Media: Game development, arcade systems, streaming media, PlayStation/Xbox platforms Tools & Platforms: IBM Power (VSX), low-level debugging, performance tuning tools Other: System architecture, software optimization, API design, open-source development, Agile/Scrum, project management, remote collaboration, full ownership development



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