Ten Thousand
● LIVEA browser version of the classic dice game with a twist! Quick rounds, readable play, and low-friction multiplayer. Press your luck, bank your points, and try not to throw away a perfectly good turn.
A browser version of the classic dice game with a twist! Quick rounds, readable play, and low-friction multiplayer. Press your luck, bank your points, and try not to throw away a perfectly good turn.
A collaborative tactics board for Counter-Strike 2. Sketch routes, mark utility, talk through executes, and give a team a shared picture without making everyone install another app.
Professional history, software work, business background, and the more respectable version of the story.
VIEW PROFILE ▶Drop in for game dev, prototypes, CS2 tools, retro computing, marketing breakdowns, and whatever strange system is currently on the bench.
JOIN SERVER ▶Code, experiments, tools, prototypes, and projects that may or may not have started as a weekend problem.
VIEW CODE ▶Gameplay systems, tools, prototypes, browser games, Unity projects, and old-machine experiments. I care about whether the loop works before I care about whether the tech sounds impressive.
Senior-level engineering across production systems, interactive experiences, internal tools, and experimental engines. The useful kind of architecture: enough structure to ship, not enough to suffocate.
I like building the thing behind the thing: editors, workflows, automation, content pipelines, debugging tools, and small systems that let creative work move faster.
Professional drummer with a strong improvisational streak. Timing, dynamics, tension, release — all the same instincts that make interactive systems feel alive.
Mechanics, storyboards, naming, tone, player promises, and the invisible connective tissue that makes a project coherent instead of merely functional.
Positioning, offers, funnels, small-business strategy, and practical coaching for people trying to turn messy creative effort into something other people understand.
Computability, simulations, ECS, rendering tricks, weird machines, retro constraints, and the habit of asking whether a problem has been framed wrong.
Game dev, tools, marketing, and practical technical breakdowns. I like explaining the real path through a problem, including the ugly middle where most learning happens.
I build games, tools, and systems where design, engineering, marketing, and a little bit of madness all have to cooperate.
I’m Dan McKinnon: a senior software engineer and game developer with roughly three decades of programming behind me, from browser games and Unity prototypes to C/C++, desktop tools, retro machines, and production systems that had to survive contact with the public.
I'm the glue between teams that leads to greatness. My background is split across a few worlds that do not talk to each other enough and often don't speak the same language. I unify game design, software architecture, marketing, visual design, game writing, game design, music, improv and business coaching. I prefer projects where the technical system, the user experience, and the pitch all shape each other instead of being bolted together at the end. That's where greatness lies.'
I’ve built software for a large-scale theme park attraction grossing over $2B+ in revenue, taught kids how to make games, designed marketing systems for small businesses, made lots of games, tinkered a lot with retro consoles, and spent a lot of time thinking about why some games immediately make sense to people while others disappear into the noise. I can look at any project and tell you exactly what it needs to elevate it to the next level.
Professional history, software work, business background, and the more respectable version of the story.
VIEW PROFILE ▶Drop in for game dev, prototypes, CS2 tools, retro computing, marketing breakdowns, and whatever strange system is currently on the bench.
JOIN SERVER ▶Code, experiments, tools, prototypes, and projects that may or may not have started as a weekend problem.
VIEW CODE ▶