About
I'm Mason Dulay, a Software Engineer with a background spanning game development, data-driven systems, and full-stack tools. I've shipped a title on Steam, built a custom C++ game engine from scratch, and designed production software used in a live game analytics workflow.
What draws me to this work is the same thing across every project: taking something that's slow, manual, or frustrating and building a better version of it, whether that's a stat-progression system that makes a game feel rewarding, or an internal tool that saves a team hours of repetitive work. I like understanding a system deeply enough to improve it, not just work around it.
At DigiPen, I built games across C++ and C#, from a custom OpenGL engine to a neural network trained from scratch, learning to work in fast-moving, collaborative teams along the way. Since then, I've carried that same hands-on, self-directed approach into production work: writing and optimizing SQL and Python against real datasets, and independently identifying and fixing workflow problems with tools I designed and shipped myself.
Whether the problem is a gameplay system, a data pipeline, or something in between, I care about building things that are genuinely useful and well-crafted, not just functional.