Our Story
Twenty-six years. Millions of players. Seven legendary studios. From the rhythms powering Fortnite Festival to the strategy behind XCOM — explore the journey that built Azat Technologies, and discover what we can build for you.
Los Alamos · Sony · Cheyenne Mountain · Firaxis · Blizzard · Epic / Harmonix · Azat Technologies
Azat Technologies
Founder & Chief Technology Officer
Elite, battle-tested engineering for game studios and tech companies who refuse to compromise. No bloat, no middlemen — just senior-level talent that ships.
When you've spent 27 years building the systems that power the world's biggest games, you don't just know how to write code — you know how to ship. Azat Technologies brings that hard-won depth directly to your project. Whether you need a live-service feature that has to scale to millions overnight, a rhythm system that feels buttery-smooth, or a production pipeline that just works — we've already solved harder problems. We plug in fast, deliver clean, and leave your codebase better than we found it.
Founded and currently operating a lean, high-impact technology studio
Delivered complete cross-platform puzzle and social gaming applications
Built production pipelines with Docker, Perforce, and automated deployment
Mentored engineers and delivered production-ready features for live services

Epic Games / Harmonix
Senior Gameplay Programmer
The heartbeat of Fortnite Festival — built note by note, season by season, for tens of millions of players worldwide across 14 consecutive seasons.
Fortnite Festival didn't just appear — it was forged. As a core member of the Harmonix team embedded inside Epic Games, Timothy helped take Fortnite Festival from a blank slate to a chart-topping live-service rhythm experience played by millions. Every tap, strum, and drum hit you feel in the game runs through systems built here. Fourteen seasons of flawless live operations, 200+ shipped improvements, and a team of engineers leveled up along the way. This is what it looks like to own a feature from day one and see it all the way through.
Pioneered rhythm-game core systems (note highway, scoring, calibration, Overdrive)
Owned seasonal leaderboards for 14 consecutive seasons (S1–S14) + All-Time scoring with Python automation
Shipped Pro Instruments expansions and Music Library overhauls
Maintained high-traffic features: request throttling, caching, media streaming, and quest systems

Blizzard Entertainment
Senior Software Engineer I – Server/Online Services
The social backbone of World of Warcraft — helping millions of players find their guild, change their identity, and make the world's most iconic MMO their own.
World of Warcraft isn't just a game — it's a community. At Blizzard, Timothy owned the systems that helped players find their people, join their guilds, and personalize their experience in one of the most beloved MMOs ever made. From multilingual guild search to monetized identity services like name and faction changes, every feature was designed to feel seamless, scale globally, and hold up under millions of concurrent players. When things broke in production? He diagnosed and fixed them the same day.
Architected the Guild & Community Finder with multilingual full-text search and guild member application system
Supported purchases for in-game guild name, faction, and realm changes
Supported Game Data API updates for new expansions
Resolved live customer-support tickets from crash dumps and logs

Firaxis Games
Senior Online Systems Software Engineer
The entire multiplayer and online foundation of XCOM 2 — designed, built, and shipped by one engineer, across six platforms, certified on the very first submission.
XCOM 2 is a masterpiece of strategy gaming — and its entire online layer was built by one person. Timothy designed, architected, and shipped the multiplayer and online services for XCOM 2 and War of the Chosen: the beloved Challenge Mode, cross-platform leaderboards, and a ground-up networking rewrite that turned catastrophic session crashes into clean, debuggable edge cases. Six platforms. One engineer. First-pass certification on console — which almost never happens. That's the standard Azat Technologies holds itself to on every project.
Designed, prototyped, and shipped Challenge Mode with analytics and leaderboards
Owned Unreal Network Rework converting desyncs into replay bugs
Simultaneously launched Steam, Xbox Live, and PlayStation Network services
Certified multiplayer features for PS3 and Xbox 360 on first submission

Sony Online Entertainment
Server Engineer
Keeping seven live MMOs running smoothly while building the player-facing features that kept hundreds of thousands of players coming back season after season.
Running the back end for seven live MMOs simultaneously is not a job for generalists. At Sony Online Entertainment, Timothy kept the lights on for some of the biggest online worlds of the era while building creative new features that players genuinely loved — from automated PvP event engines to a print-on-demand system that turned digital avatars into real collectible cards players could hold in their hands. Ten titles. Three from-scratch systems. Zero tolerance for downtime.
Owned Event System for automated PvP scheduling, rewards, and leaderboards
Built Print on Demand system merging avatars with cards for digital/physical products
Owned Customizable Stadium system with point-based unlocking and layout propagation
Administered production server health across 10 titles

Cheyenne Mountain Entertainment
Systems Engineer / Generalist
The combat magic and designer tools that made Stargate Worlds come alive — for investors, for content creators, and for the players who never got to play it.
Every great MMO lives or dies by how it feels to play. At Cheyenne Mountain Entertainment, Timothy brought Stargate Worlds to life — crafting the visceral combat moments that wowed investors and the behind-the-scenes tools that let designers build content without touching a single line of code. From ragdoll physics and signature weapon effects to a visual quest scripting engine and a multithreaded launcher that dramatically cut install times, this was full-stack game development at its most creative and ambitious.
Delivered Staff near-miss visuals and ground-targeting grenade with ragdoll physics
Architected action/condition server-side system and dialog framework
Vertically implemented items, inventory, and multi-threaded launcher

Los Alamos National Laboratory
Programming Technician – Level 4
Using the power of video game technology to solve real national security challenges — for the U.S. Department of Energy, Homeland Security, and Defense.
Before game engines were everywhere, Timothy was already using them to solve problems most people didn't know game technology could address. At Los Alamos National Laboratory — one of the most prestigious scientific research institutions in the world — he built 3D simulation tools for three federal agencies, secured multi-million-dollar government contracts, co-authored published research presented at international conferences, and earned four awards for his contributions. The kind of work that doesn't just ship — it protects.
Developed relational database integration with Unreal Engine for 3D object population
Implemented map protection and password encoding techniques
Co-authored papers presented at INMM annual meetings
Secured multi-million-dollar contracts for DOE, DHS, and DoD

Skills & Technologies
Every role, every stack — the full technology history across 27+ years of game development and software engineering.
Senior Gameplay Programmer – Level 3 – Harmonix Team
Epic Games / Harmonix
Full Stack Cross-Platform Developer / DevOps – Cryptogram Messenger
Azat Technologies
Tools Programmer – Mandarin Chinese Word Search
Azat Technologies
Full Stack .NET Developer – B.Net Poker Game Manager
Azat Technologies
Senior Software Engineer I – Server/Online Services Team
Blizzard Entertainment
Senior Online Systems Software Engineer
Firaxis Games (2K)
Server Engineer – Server/Online Services Team / Game Development
Sony Online Entertainment
Systems Engineer / Generalist
Cheyenne Mountain Entertainment
The Story
Continues
From federal simulation labs to the studios behind the world's most-played games — this career was built on one belief: the right engineer in the right place changes everything. That engineer is available to work on your project right now.