Theo Erickson
C++ Software Engineer: Desktop, 3D and AI Tools
Software engineer with 5+ years shipping C++ production systems and developer tooling in games, now building desktop, Android and AI assisted tools. OrcaSlicer contributor with an upstream PR, and author of C#/WPF, Electron and Python apps with MCP servers for AI assistants.
Industry experience
C++ Software Engineer, OrcaSlicer / CrashSlicer fork
Nov 2025 to Present
- Built desktop GUI features (ImGui, wxWidgets, OpenGL) for a large open source 3D slicer: toolpath preview, transient unit system controls, timeline UI.
- Built nonplanar slicing driven by mesh surface normals, and a windowed G-code preview for inspecting path segments.
- Authored upstream PR #13168: a transient unit system swap in the Move and Scale gizmos using XOR based flipping and per frame ImGui state, writing no preference values during a temp hold.
- Iterated that PR through maintainer review: refactored a standalone module into the existing unit display layer, and rebound a hotkey after a contributor raised a keyboard layout conflict.
Facilities Technician: 3D Printing and Laser Cutting, CRASH Space
Oct 2024 to Present
- Maintain an FDM print farm (Prusa, Bambu) and two CO2 lasers; author and teach the facility's 3D printing and laser cutting classes.
- Build the space's web tools and drive the slicer fork's roadmap from recurring member failure modes.
Software Engineer (Games): C++ Systems and Tooling, Sovereign Axe Studios, Super Evil Megacorp, Deviation Games
April 2020 to Present
- Architected C++ class structures and core runtime systems for character, combat, and progression, designed for extensibility across growing content teams. (Sovereign Axe, current)
- Wrote C++ and custom scripting tooling that let designers implement complex systems independently, measurably improving team iteration speed. (Super Evil Megacorp)
- Designed and implemented a data driven weapon and attachment system in C++ with scripting exposure, supporting dynamic property combination across component types. (Deviation Games)
- Extended a proprietary engine with new developer facing capabilities, landing changes with the core engine team that met internal code standards.
- Worked in multithreaded runtime environments: async asset loading and frame loop bound systems under real time performance constraints.
- Shipped on TMNT: Splintered Fate; promoted from Associate Gameplay Engineer up to Senior Technical Designer.
Key skills
- Languages
- C++ (11/17), C#, Python, JavaScript, Lua
- Build and IDE
- CMake, MSVC, Visual Studio, JetBrains Rider
- Web and tools
- Firebase, HTML/CSS/JS, Git, GitHub Actions, Perforce, Semantic Kernel (in progress)
- Graphics and UI
- OpenGL, Dear ImGui, wxWidgets
- Manufacturing
- OrcaSlicer/Slic3r lineage codebases, G-code, 3MF, Toolpath preview, FDM (Prusa, Bambu), CO2 laser cutting, Computational geometry, Mesh processing, Toolpath generation
Projects
- Hatpick and Gitpicky
- C#/WPF, TypeScript/Electron. Git tools with MCP servers, so AI assistants propose changes users approve. Integration tests and CI installers for 3 operating systems.
- keyfx / FXboard
- Java, Android. Effects library with a documented host API, used in a FUTO Keyboard fork and an LSPosed module. Signed CI releases.
- CRASH Addon Manager
- Firebase, JS. Live open status with a physical button, a Meshtastic map via MQTT, and a room dashboard for a 501(c)(3).
- Readmotion
- Python, Playwright, ffmpeg. Built for Sovereign Axe: records repeatable footage from 8 sources and builds README media, with a local web app and tests.
Education
- UCSC: Baskin School of Engineering
- BS Computer Science: Game Design