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