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Jason MaskellJM

Jason Maskell

Lead AI Engineer

€600/day
Valencia, ES
15+ years

Average response time: 1 hour

About Jason

  • English

    Native or bilingual

  • Spanish

    Conversational

Remote only
Primarily works remotely

Experience

  • AI narrative gaming startup (stealth)
    Lead AI Engineer
    January 2026 - Today (6 months)
    — Sole architect/author of the company's TypeScript narrative engine: ported the legacy C# engine to parity (file-by-file parity tests; Stryker mutation testing with 90%+ thresholds) and replaced it as the unified multi title backend.
    — Zod-first contract architecture: schemas as single source of truth for types and runtime validation at every boundary — no codegen, no drift.
    — Built the surrounding platform solo: Go gRPC multi-provider LLM proxy, Go WebSocket STT proxy, AI image generation service (ONNX face detection → vision-model analysis → generation), deploy control plane with atomic symlink-swap content releases, in-game radio broadcast backend, and the CI-integrated LLM evaluation harness with bot playtesting and multi-dimension LLM-judge scoring.
    — Designed LLM-runtime game systems: staged generation pipelines with Anthropic prompt caching and safe parallelism (measured 40%+ latency reductions), psychology-driven NPC systems, streaming tool-argument narration.
  • CD Projekt Red
    Expert Engineer
    August 2025 - January 2026 (5 months)
    — Gameplay systems on The Witcher 4 (Unreal Engine 5).
    — Prototyped internal AI systems and tools with Claude Code.
    — Left to focus full-time on generative AI work.
  • Fundamental Games
    Principal AI Engineer
    May 2023 - April 2025 (1 year and 11 months)
    — Built backend systems for Silent Games' Empyreal (Java/Node.js; Docker, MySQL, Couchbase); refactored the Unreal-side C++ layer.
    — Architected and delivered Fracasse.ai (later Chandler) — AI transcription and authoring: audio → edited book (React/TypeScript, Koa, FFmpeg, Deepgram, Claude).
    — Led development of Visionary, an AI-driven game-creation platform on AWS: interview → design document → technical decomposition → agent implementation in isolated worktrees. Used it to ship asteroids.fracasse.ai,
    a faithful Three.js recreation of 1979's Asteroids, from a Visionary-generated PRD.
    — Established CI/CD, monitoring, and development workflows; managed cross-functional frontend/backend/AI teams.

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