ENGINEERING MANAGER · SENIOR GAME ENGINEER · UNITY / C#

Twenty years of shipping games that hold their frame rate.

I'm Dusty Embrey, an engineering manager and senior software engineer who has shipped titles across mobile, console, and PC, from Tiger Woods on the Xbox 360 to PAW Patrol: The Game on iOS and Android. I specialize in performance optimization, rendering, and gameplay systems, and in leading the teams that build them.

Target FPS
30 LOCKED, EVERY SHIP
Experience
20+ YEARS
Titles shipped
15+ MOBILE · CONSOLE · PC

shipped titles

Featured Work

Live mobile games, serious training simulations, and the systems underneath them, built in Unity and C#, profiled and optimized.

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Android · iOS — Unity · Originator / Spin Master

PAW Patrol: The Game

Engineering Manager · Performance Lead

A live mobile title for one of the world's biggest kids' brands. I owned making it run beautifully on everything from flagship phones to aging hand-me-down tablets.

  • Led performance efforts and owned LiveOps performance analytics — 30 fps across legacy and new devices
  • Cut low-FPS events by over 50% and low-memory events by 33% from soft launch to global launch
  • Built the device adaptive performance framework, GPU grass rendering, and shadow system
  • Shipped minigame and playset gameplay from design through release
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Android · iOS — Unity · Originator

Cubric

Senior Game Developer

A voxel building and multiplayer mobile game. On a small team, I touched nearly every system in the game, then used the data to make players stay.

  • Gameplay, UI, pets AI navigation, vehicles, FTUE, XP rewards & challenges, and online multiplayer
  • Increased D7 retention by 100% and FTUE completion by 33% through analytics-driven product iteration
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PC — Unity · BlueHalo

Decide to Lead

Project Lead · Scrum Master

A leadership training simulation that plays like a card game on the surface — with a full 3D squad running underneath it.

  • Led the project from design through delivery
  • Developed the 3D squad unit system driving outcomes beneath the 2D card game layer
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PC — Unity · BlueHalo

Trauma Triage

Project Lead · Scrum Master

A medical training simulation where getting the details right actually matters.

  • Led a cross-discipline team as Technical Lead and Scrum Master, from Jira backlog to customer demos
  • Implemented medical procedure simulations and the camera system
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Android · iOS · PC — Unity · BlueHalo

GoArmy EDGE Football

Senior Software Engineer

A free 3D play-design and visualization tool used by real coaches and teams across the country.

  • Owned the user play-drawing and player route-running algorithms
  • Optimized to run up to 400 characters on mobile devices for a High School Band variation
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Android · iOS · PC — Unity · BlueHalo

GoArmy EDGE Soccer

Senior Software Engineer

The same play-visualization platform, rebuilt for the pitch: drills, set pieces, and formations in both 2D and 3D.

  • Extended the play-drawing and route-running systems to soccer's free-form movement
  • Implemented forwards and backwards timeline scrubbing

2005 – 2012 · Electronic Arts Tiburon · Orlando, FL

The Console Years

Seven years at EA Tiburon on graphics and gameplay for annual AAA releases. Owned character and environment rendering on Tiger Woods PGA Tour across the Wii, Xbox 360, and PS3, and shipping Superman Returns before that.

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Xbox 360 · PS3

Tiger Woods PGA Tour 13

Implemented gameplay and rendering features, including the all-new crowd animation and rendering system.

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Wii

Tiger Woods PGA Tour 12: The Masters

The first game ever to feature Augusta National. Owned character and environment rendering, including Fresnel lighting, shadow maps, normal maps, and depth of field — holding 30 fps across annual release cycles.

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Xbox 360 · Xbox · PS2

Superman Returns: The Videogame

Created a building-damage decal system and implemented the "Meteor Shower" tutorial level and boss battles in C++ and Lua.

credited games

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PGA Tour 08
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PGA Tour 09
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PGA Tour 10
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PGA Tour 11
SET data-img-src Tiger Woods 12:
The Masters
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PGA Tour 13
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The Videogame

side project → award winner

Electrip app icon

Electrip — EV Charging Station App

Android · iOS — Native · BlueHalo

Product Owner · Creator

Electrip started as my pitch: a trip planner for electric vehicles back when range anxiety was the reason people didn't buy one. I acted as product owner driving the design, feature set, and roadmap, and I built the core algorithms myself.

  • Pitched the product concept and owned it from idea to shipped app
  • Developed the range-calculation and trip-routing algorithms and systems

Imerging Young Leader at the 2018 EDPA imerge Innovation Awards
North Alabama Intrapreneur of the Year at the 2017 WBCNA Entrepreneur Awards

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career log

Experience

MAR 2024 — PRESENT
NOV 2021 — MAR 2024
Engineering Manager
Senior Game Developer
Originator (Spin Master) — Huntsville, AL (remote)

Manage two direct reports with regular 1:1s, personal goals, and performance reviews. Own complex features end to end in Unity — from design and scoping through release and live tuning. Mentor engineers, run peer code reviews, and leverage agentic AI coding tools (Claude Code, Augment) to accelerate development. Graduate of the Spin Master People Leadership program.

OCT 2019 — NOV 2021
JUL 2012 — OCT 2019
Lead Software Engineer
Senior Software Engineer
BlueHalo (formerly AEgis Technologies, now AeroVironment) — Huntsville, AL

Led a 10-person cross-discipline team from design to delivery, managing 4 engineers. Served as Scrum Master (backlog, sprints, task assignment) and presented updates and demos to customers. Graduate of the two-year AEgis Leadership Institute.

MAY 2005 — JUL 2012
Software Engineer I → III
Electronic Arts Tiburon — Orlando, FL

Designed, developed, and debugged graphics and gameplay systems on annual AAA releases, collaborating with artists, art directors, designers, and QA. Guided an outsourced studio through console-to-iOS optimization for Madden NFL Social.

MAY 2004 — AUG 2004
Engineer Trainee
Dynetics, Inc. — Huntsville, AL

Designed, implemented, and tested dynamic terrain generation algorithms for military simulations.

loadout

Skills

Languages

Proficient in C#. Past experience with C++, C, Java, and Swift.

Engine & Tools

Unity, Visual Studio, JetBrains Rider, Jira, Perforce, Git, Sourcetree; agentic AI development tools (Claude Code, Augment).

Platforms

Windows, macOS, Android, iOS — plus a console résumé spanning Wii, Xbox 360, PS3, PS2.

Practices

Agile/Scrum, agentic AI-assisted engineering, product ownership and data-driven iteration, performance optimization & profiling, code review, mentorship, cross-platform development, LiveOps analytics.

education

Education

Georgia Institute of Technology

AUG 2001 — MAY 2005 · ATLANTA, GA

B.S. Computer Science, Highest Honors — GPA 3.86/4.00. Specializations in Computer Graphics and Intelligent Systems. 2005 Independent Games Festival Student Showcase Winner for "Team Robot: The Adventures of the Robotrain."

University of Alabama in Huntsville

2014 · HUNTSVILLE, AL

Professional Certificate, Android Mobile Development.