Actively looking for Senior / Staff+ SWE Rust roles (open to Senior Go).
Senior Staff Rust Software Engineer. I have written production Rust at every layer of the stack, from bare-metal firmware to cloud infrastructure. Founding software engineer at Hyphen Robotics, where I built a food assembly robotics controls suite from zero to production in 22 months, underpinning $35M+ raised from Chipotle and Cava.
Working with Rust since 2016, with 5 years in production robotics at Hyphen Robotics and earlier production Rust at Sierra Nevada Corporation (aerospace imaging). Background also includes medical robotics at Hamilton Company.
- Nightshade: data-oriented Rust game engine with an advanced PBR renderer and custom render graph, built-in editor, rapier3d physics, kira audio, gltf asset loading, scene graph, object picking, and Steam integration. Runs natively on DX12/Metal/Vulkan and in-browser via WebGPU. Live demo.
- freecs: archetype-based ECS in Rust with zero unsafe code, Rayon-parallel execution, sparse-set tags, and compile-time generation; the foundation of Nightshade. 48k+ downloads on crates.io. Design documented in a 3-part article series.
- enum2 derive macro family: 230k+ combined downloads on crates.io for enum-driven design patterns; several (including enum2contract and enum2str) used in production Rust at Hyphen Robotics.
- wgpu-example: cross-platform Rust + wgpu + egui template running on native, web, Android, Steam Deck, and OpenXR VR.
- bamboo: fast Rust static site generator that powers matthewberger.dev. Live demo.
- hearsay: topic-based pub/sub for Rust built on tokio; an in-process broker with TCP and WebSocket peers, typed enum contracts, broker bridging, message batching, and supervised child processes
- cameras: cross-platform Rust camera library with data-oriented design
- stateless: state machine library with a DSL separating structure from behavior
- frost: statically-typed programming language with Rust-inspired ownership and a dual backend (bytecode VM + Cranelift JIT)
Also: dragonglass (PBR Vulkan engine), dhcplease (DHCP server), clippr (MP4 to GIF tool), and charter (Rust codebase context generator for LLMs). See crates.io/users/matthewjberger for the full list of published Rust crates.
- indigo: early data-oriented Go game engine with an archetype ECS, a wgpu-backed render graph, dual-world simulation/render separation, and free-function systems on a named schedule; native (GLFW) and web (WebAssembly) targets
- freecs-go: archetype ECS for Go, port of the freecs Rust library
- wgpu-example-go: Go port of wgpu-example with a spinning RGB triangle on native desktop (GLFW) and WebGPU (WASM)
- stateless-go: state machine code generator for Go that decouples data from behavior
- pubsub-go: small JSON-over-TCP pub/sub broker and client in Go, data-oriented design
- terminal-go: tiny data-oriented Go text adventure (Zork-style) with SoA room/item tables, bitset tags, free-function verbs, and one-call gob save/load




