Brandon Coulombe

C#/.NET Software Engineer

About

Hi! My name's Brandon, I have 7 years of experience in C#, .NET 4.8, and Unity Engine with 3 years of experience in ASP.NET and database schemas (offline sync & ORM). Over 4 years of hands‑on experience building mobile applications, UI, and multiplayer gameplay systems using Unity’s NetCode and Cloud Services. Actively leverages emerging AI tools such as NanoBanana, GPT‑5, and Meshy6 to push boundaries and build innovative solutions. Solely engineered and deployed standalone applications and new HitTrax features for clients such as MLB, Red Bull, BatAround, and Momentum.

Download Resume


HitTrax

HitTrax is the leading baseball and softball training platform combining analytics and entertainment. I contributed to multiple modules, designing intuitive interfaces and game modes that blend practice and fun.


Bat Around

A fast‑paced, mixed reality hitting experience that gamifies batting practice. My work includes in UI/UX, coding minigame gameplay, and deploying updates during live operations.

Biomechanics

Advanced charts and data visualizations translate complex swing mechanics into clear, actionable insights to help athletes refine their swing.

Viewpoint UI

A multi‑camera replay interface that syncs video with hitting metrics. I assisted building the Quad Cam UI

Cageball

An immersive game mode created for the YouTube group Momentum. I desigend and engineered UI/UX and extended HitTrax's software to build game mechanics

Uniforms

An intuitive customization system where players select MLB team themes for in-game avatars and stadiums.


Merge Surge

Merge Surge is a neon‑infused merge tower defense game built for mobile. Players combine matching tiles on a futuristic cityscape to create powerful upgrades and advance through sectors. I engineered the game mechanics and the vibrant UI.



Beat The Machine

Beat The Machine is a neon‑infused top‑down shooter built inside Unity. I created the minimap and a challenging survival mode where players battle endless waves of enemies and purchase power‑ups and open new areas. This mode tests reflexes and strategy as the action ramps up over time.



Game Dev

This space showcases independent projects, technical experiments and other creative endeavors.


Save The Flame

A vertical action‑platformer where players dash and blast through levels to protect a sacred flame from relentless monsters. I built core mechanics, power‑ups and controls, and used Affinity Photo to prepare existing art assets for game‑ready use.

Save The Flame splash art

MMO Combat System

A prototype for a multiplayer combat system inspired by MMO titles. This demo showcases target lock‑on, hotbar abilities with cooldown management, boss telegraph zones and dynamic health bars. Built in Unity with a focus on responsive controls and clean UI.