Senior software developer · Brisbane, Australia

Tye Bryant

I build cloud platforms for EV chargers, and games for fun.

I've spent eight years in industry, going from small multiplayer games to mobile AR to enterprise integrations. At Tritium I work on the AWS platform that processes, stores and surfaces data from thousands of fast chargers out in the field. On my own time I'm still making games, along with a D&D virtual tabletop and the infrastructure to run them for a few dollars a month.

See my work Get in touch

Experience

Tritium

EV fast-charger manufacturer, now part of Exicom · Brisbane

  • Senior Software DeveloperJul 2026 – present
  • Application Software EngineerAug 2022 – Jul 2026
  • Core contributor to the charger data and integration platform: 500+ C# microservices on AWS Lambda across three environments, serving customers, field engineers and internal business systems.
  • Leading the migration of Salesforce, NetSuite, Power BI and Grafana reporting onto Databricks, having contributed to the early design of the data lake and analytics platform.
  • Built auditable compliance solutions for German Eichrecht and US CTEP metrology regulation, working with the Compliance team to satisfy government assessors.
  • Design and build REST APIs on API Gateway, with API-key and custom authoriser authentication, for internal and external consumers.
  • Build and maintain the CI/CD pipelines and CloudFormation templates that keep every environment reproducible as infrastructure as code.
  • Integrated NetSuite and Salesforce with the charger platform, and shipped an internal IT ticketing system and a UWP charger-diagnostics app.
  • Weigh cost, performance and scalability trade-offs for new capabilities and present recommendations to engineering leadership and executives.
  • Run QA and code reviews, and mentor engineers across Software Engineering and Data Analytics.
  • C# / .NET
  • AWS Lambda
  • API Gateway
  • SQS / SNS / SES
  • RDS
  • CloudFormation
  • Databricks
  • NetSuite
  • Salesforce

Ardacious

Games and augmented-reality studio, formerly 89Friends · Brisbane

  • Senior Programmer (contract)Jul 2019 – Mar 2023
  • Contract ProgrammerJun 2018 – Jul 2019
  • Programming InternAug – Dec 2017
  • Led development of Ardent Roleplay, a 3D augmented-reality tabletop product, and its companion desktop app, across mobile, desktop, Tilt Five and HoloLens. It was Highly Commended in the AR category at the 2021 Qld XR Festival.
  • Designed and ran the PostgreSQL staging and production databases and the services around them: Xsolla payments, server-side validators, Mautic, REST APIs and custom web tooling.
  • Designed a C# socket-based publish/subscribe message queue for cross-device play, and a Firebase Cloud Messaging push solution for distributed sessions.
  • Built the asset pipeline tooling 3D artists used to author, bundle and host AR content, with Vuforia, Unity and Firebase Storage.
  • C#
  • Unity
  • PostgreSQL
  • Vuforia
  • HoloLens
  • Tilt Five
  • Firebase
  • Xsolla

Recommendations

Tye is a brilliant and innovative professional who comfortably straddles Software Engineering, Solutions Architecture and Systems Design with an easygoing, can-do attitude. Tye has excelled in his mentoring of other professionals, whether they're in his discipline or not.
Aidan Memery Data Architecture Specialist, Accenture · via LinkedIn, October 2026
I've worked with Tye for some years now, and I highly recommend him as a Programmer. Since he started working at Ardacious (then 89Friends) as an intern, he's grown significantly as a programmer and as a professional, acquiring a large amount of skills in the time I've worked with him. Tye is a focused and skilled programmer and would be a valuable addition to any project.
Caleb Barton C# Developer, managed Tye directly · via LinkedIn, July 2022

Projects

Things I build on my own time.

Hull Breach title screen with Daily, Endless, Tutorial and Upgrades buttons. A deck mid-run: a grid of revealed scan values and hidden metal tiles, with the O2 and charge bars above and the hazard manifest below. The tutorial explaining that every deck hides one reactor core, and that you tap threats on purpose to drain them.

Game · Godot · In development

Hull Breach

A portrait, touch-first deduction roguelite for the browser. Each run descends through the decks of a derelict station. Every deck is a hidden grid where revealed tiles show the total threat around them, and a manifest lists exactly what's out there. Clearing safe tiles doesn't win: you hunt down the reactor core and drain threats on purpose.

  • Every board is generated with a solver guarantee, so no deck ever forces a guess.
  • A pure-Python generator and solver is the reference oracle; the GDScript port is checked against it board-for-board in CI.
  • Seeded daily runs and an endless mode, with upgrades bought between runs.
  • Azure Pipelines exports the web build, holds it to a download-size budget and ships it to itch.io with butler.
  • Godot 4
  • GDScript
  • Python
  • Azure Pipelines
  • HTML5
The VTT's world map panel: floating islands of different biomes linked by faint travel lines, on a dark starfield, titled The World of GoobDoob.
The campaign's 3D world map, from the live app.

Web app · AWS · In use since 2026

GoobDoob VTT

A custom virtual tabletop for the homebrew D&D 5e campaign I run. It replaced a shared Excalidraw board with something that actually understands the campaign's rules.

  • A shared, real-time battle map: tokens with HP, freehand drawing on separate DM, shared and player layers, and a library of 60-odd spell area templates that snap to the grid.
  • Character sheets import straight from D&D Beyond PDFs, and their roll buttons broadcast to a shared roll feed.
  • A dual-sheet character model for the campaign's timeline-rewind lore, kept in lockstep between TypeScript on the client and C# on the server.
  • The whole campaign lives here too: a zoomable world map with private pins, party and loot tracking, and lore with per-player visibility.
  • Every session opens with a “Previously on…” recap, backed by an archive of read-aloud recaps, player notes and search.
  • Serverless on AWS, sized to run for under AU$2 a month.
  • React
  • TypeScript
  • .NET 10
  • AWS Lambda
  • WebSockets
  • DynamoDB
  • Cognito
  • CloudFormation
  • three.js
Diagram: players connect to a small AWS relay; the home PC opens an outbound tunnel to the relay, which carries their traffic back to the game server at home. Players anywhere on the internet game traffic AWS relay EC2 t4g.nano · Elastic IP Route 53 record · rathole server home dials out tunnelled back Home PC dedicated server · rathole client self-hosted pipeline agent

Infrastructure · AWS · Azure DevOps

Home game-server relay

Hosting a dedicated game server from a home PC, without port forwarding, a static IP, or paying for a game-sized cloud machine. A tiny ARM instance on AWS takes the public traffic; the home machine dials out to it, and the tunnel carries players back home.

  • The home PC opens the rathole tunnel outbound, so the router needs no open ports.
  • The relay is one CloudFormation stack: instance, Elastic IP, security group and DNS record.
  • Azure Pipelines deploys the stack and, through a self-hosted agent on the home box, installs and updates the game server itself.
  • An idempotent PowerShell bootstrap means a replacement machine is one script away.
  • AWS EC2
  • CloudFormation
  • Route 53
  • rathole
  • Azure Pipelines
  • PowerShell

Earlier games

Small-team Unity projects from around my games degree at SAE Institute, circa 2017. All still up on itch.io.

  • Arena of the Bored Kings

    Lead programmer

    Split-screen, first-person arena duels on the couch, as a Mage or a Swordsman with elemental abilities that combine.

  • Good Morning

    Lead programmer

    A slow, warm game about a morning routine: shower, coffee, step by step, in the orange light of 7 a.m.

  • Firefly

    Programmer

    Fly Felix the firefly through a train station at night, spending your light to see and to boost, and collecting more to survive.

  • Beginning of Choice

    Programmer & designer

    A short story game: pick a companion and make the choices that decide how it ends.

Also from that era, on GitHub: Killbots, a C++ AI project, and Unity Scoreboard, a drop-in CSV-backed high-score table.

About

I come from a games programming background: a Bachelor of Games Development at SAE, then an internship at 89Friends that turned into nearly five years of contract work, including leading an augmented-reality tabletop product. That work is what pulled me towards databases, payments and backend services.

A Graduate Certificate in Computer Science at UQ filled in the low-level side, from kernel development to compilers and concurrency. Since 2022 I've been at Tritium, working between engineering, product and executives on how the platform should grow: what it costs, how it performs, and what it takes to satisfy a regulator.

Outside work it's still games, plus the homebrew D&D campaign I run, which is how a virtual tabletop ended up on this page. I like software that's cheap to run, easy to redeploy and pleasant for the people using it.

Languages
C# / .NET · TypeScript · Python · C / C++ · GDScript · PowerShell · Bash
Cloud & DevOps
AWS (Lambda, API Gateway, EC2, EFS, RDS, DynamoDB, SQS, SNS, SES, S3, CloudFront, Cognito, Route 53) · CloudFormation · CI/CD · Docker
Data & integration
PostgreSQL · Databricks · Power BI · Grafana · NetSuite · Salesforce · REST APIs
Web
React · Vite · Django · WebSockets
Games & XR
Unity · Godot · Vuforia · HoloLens · Tilt Five

Education & community

  • Graduate Certificate in Computer Science The University of Queensland, 2020
  • Bachelor of Games Development (Programming) SAE Institute Australia, 2016–2017
  • UQ Cyber Security Student Society Vice President 2022, Infrastructure Officer 2021
  • Global Cybersecurity Camp 2021 Selected participant, hosted virtually by AIS3

Say hello

Brisbane-based Australian citizen, interested in solution design roles. Also happy to talk about a project, a question or a game. Email is best.