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Theo Erickson

C++ Software Engineer: Desktop, 3D and AI Tools

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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

  1. C++ Software Engineer, OrcaSlicer / CrashSlicer fork

    Nov 2025 to Present

    Open source, freelance | C++17, wxWidgets, Dear ImGui, OpenGL, CMake

    • 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.
  2. Facilities Technician: 3D Printing and Laser Cutting, CRASH Space

    Oct 2024 to Present

    501(c)(3) makerspace | 3D printer maintenance, teaching, facilities upkeep

    • 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.
  3. 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