Software engineer · Lincoln, Nebraska

I build systems
that work.

Multiplayer game mods, scientific data pipelines, applied AI — I design software that handles edge cases and scales when it matters.

Elijah Schoneweis

Open to software engineering roles
C# · Python · Full-stack · Applied AI

PROJECT // 001 ACTIVE BUILD

Featured build

RiskOfImpact

v0.5.0
LanguageC#
Content7 drops
StatusIn dev

01 / Featured project

Gameplay engineering,
from concept to edge case.

RiskOfImpact is a content mod for Risk of Rain 2 — built solo as a proving ground for robust, expressive gameplay systems. It adds new items and equipment that change how combat feels without breaking what already works.

The real challenge wasn't adding mechanics; it was making them behave correctly in multiplayer, stay compatible with other mods, and survive the edge cases players inevitably find.

CONTENT LOADOUT6 ITEMS + 1 EQUIPMENT
01
Combo StarUncommon
02
RedshifterLegendary
03
Cheerful MugLegendary
04
Biotic ShellVoid
05
Doomed MoonLunar
06
Risky DiceLunar
07
Lance of LonginusEquipment
01

Runtime mechanics

Event-driven item effects wired into the game loop via BepInEx hooks and IL patching. Stats recalculate dynamically as players stack items — no hard-coded values, just composable behavior.

BepInExR2APIIL Hooks
02

Multiplayer authority

All gameplay logic runs server-authoritative with deterministic state sync. Designed to handle desync edge cases, late joins, and the chaos of 4-player co-op without breaking.

NetworkingState SyncC#
03

Extensible content

Modular item registration with quality tiers and config-driven tuning. Built to play nice with other mods — no hardcoded dependencies, clean API boundaries.

UnityConfigCompatibility
Inspect the source on GitHub

02 / Selected work

Different domains.
The same systems mindset.

PROJECT // 002SPONSORED SENIOR DESIGN
PLAYER · 08
PLAYER · 14
BALL
FRAME // 01842
GAZE EVENT // FIXATION
PIPELINEVIDEO → METRICS
TRACKINGYOLO + BYTETRACK

Computer vision · Full-stack platform

gazeDimension

A platform for turning where an athlete looks during match footage into evidence a coach can inspect.

As Post-Processing Development Lead, I built the path from raw webcam gaze to a usable result: classify eye movements, track players and the ball, align both streams in time, then generate annotated video and attention metrics. The pipeline had to reconcile different clocks, coordinate systems, sampling rates, and missed detections without producing a convincing but incorrect answer.

View team repository
PROJECT // 003UNDERGRADUATE THESIS

Empirical software engineering · Eye tracking

How developers read bugs.

Thirty developers. Raw fixation records. One question: what do people actually read when they use Bugzilla reports to understand an API?

I rebuilt the analysis pipeline to map fixation XML onto individual questions, answers, and attachments. Sentence-BERT estimated which viewed ideas reached each written summary; statistical tests and behavioral clustering then separated attention patterns from intuition.

30

student and professional developers

ATTENTION BY REPORT ELEMENT

Answerslargest share
Questions
Attachments
p = 0.001

Longer answer dwell time associated with fully correct summaries

2 patterns

Fast/selective and deep/verbose reading strategies

Fixation XML → semantic matching → nonparametric analysis

03 / Engineering experience

Experience across different worlds.

2025 — 2026

Applications Analyst

LI-COR

Built internal tools for scientific data analysis and instrument parsing. Designed a multimodal RAG pipeline that lets researchers query documentation, manuals, and datasets in one place.

Python · Applied AI · Data Systems

2024 — 2025

Undergraduate Researcher

University of Nebraska–Lincoln

Rebuilt an eye-tracking analysis pipeline from scratch. Used Sentence-BERT and behavioral clustering to study how developers comprehend APIs, then evaluated the findings with nonparametric statistics.

Python · ML · Eye Tracking

2024 — 2025

Post-Processing Lead

Senior Design Capstone

Led backend development for a full-stack eye-tracking platform used in sports performance analysis. Built gaze and object-detection pipelines that process video data into actionable insights.

Django · React · OpenCV

2022 — 2023

Technical Lead

NASA SUITS Student Club

Led AR interface development in UNL’s NASA SUITS student club for next-gen EVA suit concepts. Presented the team’s work at Johnson Space Center to NASA engineers and program managers.

Unity XR · MRTK 3 · HoloLens 2

04 / Education & background

A wider foundation.

I like understanding how systems work — whether that’s a multiplayer game mod, an eye-tracking pipeline, or the physics behind a dive. Away from the keyboard, I’m usually scuba diving, playing Magic: The Gathering, building with Lego, exploring Japanese cuisine, or planning where to travel next.

University of Nebraska–Lincoln · 2025B.S. Computer Science

Highest University Honors · 3.77 GPA
Minors in Physics & Mathematics

05 / Independent project

PROJECT // 004 RELEASED · v1.0.2

Gameplay systems · Multiplayer modding

RasenganSpell

A custom Mage Arena spell built to feel native to the game, from the page a player picks up to the spinning orb, impact, audio, and cleanup.

The difficult part lived between clients. Effects needed the right owner, inventory changes had to remove only the correct player's orb, and a page could disappear without its object being disabled. I tied cleanup to the page renderer's actual lifecycle instead of a global inventory event, eliminating the host/client cross-talk.

View source
01REGISTERCustom spell page
02CASTAttach + animate
03RESOLVECollision + audio
04CLEANOwner-safe lifecycle

06 / Get in touch

Got a problem worth solving?

Let’s talk about it.
Lincoln, NebraskaLinkedIn ↗GitHub ↗