Michael Thomas

.NET Backend Engineer


Azure • AWS

Automation • Operational ownership • Cross-team delivery

I work on production .NET services that process live data, focusing on automation and building safe, repeatable recovery/cleanup tooling.

.NET 8 Minimal APIs Azure messaging Cosmos DB Automation Debugging / Logging

What I’m Looking For

I’m looking for backend roles building production .NET services where I can contribute across features, automation, and operational tooling. I’m comfortable switching between tasks as needed to keep delivery moving.

How I Work

Automation

I try to remove repeated manual work by building simple tools and scripts the team can reuse.

Debugging

When an issue is hard to reproduce, I add targeted logging so investigation is based on evidence rather than guesses.

Production-safe changes

I prefer repeatable recovery and cleanup steps so fixes are safer to run and less stressful in production.

Documentation + knowledge transfer

I write short playbooks and notes so common support tasks are easier for others to pick up.

Core Skills

Backend: C#, .NET 8, ASP.NET Core (Minimal APIs), Console apps

Cloud: Azure (Cosmos DB, Service Bus, Event Hubs, Key Vault) • AWS (general usage)

Data & messaging: event-driven processing, reprocessing/backfills, reliability-focused tooling

Automation: Bash, PowerShell, operational tooling

Observability / debugging: Grafana, logging, incident triage support

Delivery: CI/CD practices, containers (Docker), basic Kubernetes exposure

Workflow: Visual Studio, SSMS (Azure), ClickUp, Guru

Bettormetrics — Highlights

Startup environment with strong production ownership. Work described at a high level.

  • Linker platform: unified multi-provider streams into a single source of truth across fixtures/markets/selections.
  • Retrospective Linker Service: automated failed linking recovery, saving ~1–2 hours per incident; reused in other workflows.
  • Production recovery tooling: built production-ready cleanup and validation tooling to detect and correct linking/data integrity issues.
  • Automation utilities: built scripts and internal tools to reduce operational workload and accelerate incident response.
  • Platform maintenance: migrated services to the latest Cosmos DB SDK and validated compatibility across dependent systems.
  • Knowledge transfer: captured institutional knowledge and converted it into documentation and operational playbooks (Guru).

More than happy to expand on any of these in an interview.

Games / Unity

Unity projects and released titles (VR + mobile)

This page covers my game-dev work (mostly pre-professional / earlier career). My current professional focus is .NET backend engineering.

Game Dev Stack

Summary

I started in game development (Unity/C#), building gameplay systems and developer tools, and shipping VR/mobile projects. Since university, my professional work has been primarily .NET backend—but I keep game dev as a side interest and maintain this page as a record of shipped work and personal projects.

Released Titles

Multiverse

Social Unity VR planetarium for learning about the solar system with friends. Key contributions:

  • Implemented a VR teleportation system to support exploration and navigation.
  • Built Unity editor tools to streamline content creation and iteration.
  • Maintained TeamCity automation for build/bake/publish workflows.
  • Integrated Unity Analytics for telemetry and usage insights.
  • Troubleshot production issues to keep the experience stable and smooth.
Try it on the Oculus store

Blast Off

Endless runner mobile game built with a focus on smooth gameplay and a small build size. I used a single-scene approach, procedural generation, object pooling, and a custom shader to adjust sprite colours dynamically.

Built in spare time; artwork created by my teammate (Iby), who joined late in development and replaced placeholder art.

Get it on Google Play GitHub

Projects

Serializer project image

GameObject JSON Serializer/Deserializer

Unity package to serialize/deserialize GameObjects from JSON to support content updates without shipping new builds. Intended for dynamic content management and faster iteration.

Currently private/in development; happy to discuss approach and trade-offs in interviews.

Stack based menu system image

Unity Stack Based Menu System

Stack-based menu navigation package designed for complex UI flows. Works well with Unity Input System and TextMeshPro.

Node-based version is under development; I can share snippets and design notes if useful.

GitHub
Pokemon project image

Pokemon Code Card Grabber

Python utility that uses OCR (Tesseract) to extract codes and pack names from images of Pokémon code cards, log results, and handle failures with a clear folder-based workflow.

Future idea: real-time camera scanning to speed up bulk processing.

GitHub

Project Skyscraper

Multiplayer co-op top-down shooter focused on gun customisation. Cyberpunk setting and “hyper-consumerism” theme. Winner of “Best Group Project” at ComX.

My role: Project Lead and Gameplay Engineer.

Contact me if you’d like more details.

Pac-Man

A learning project focused on core game design fundamentals: A* pathfinding, persistent highscores, and a customisable map. Implemented different ghost behaviours for varied gameplay.

GitHub

Shout Out

VR game where players shout enemy names to destroy them (voice recognition mechanic). Built for an Experimental Games course and showcased at ComX. Team of 8; I focused on procedural systems and gameplay.

  • Ibrahim “Iby” Nouri — Lead Artist / character design
  • Joe Dodds — Environment art / sound design
GitHub