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Thomas John

Senior Software Specialist : Front-End, Full-Stack & Product Owner

Freelancer Open to opportunities
Senior Front-End & Full-Stack Developer with a creative edge, bringing 20+ years of experience building web, mobile, and desktop applications, often with a strong focus on interactivity, design, and performance.

I’ve led and contributed to a wide range of projects: SaaS platforms, promotional websites, product UIs, branded mini-games, and internal tools. My front-end work is grounded in clean architecture and thoughtful UX, often incorporating motion and custom interfaces using Vue, React, or plain HTML & CSS. On the back end, I’ve built and maintained APIs, managed databases, and helped shape scalable systems using tools like Node.js, Deno, PHP, MySQL, and various frameworks as needed.

Over the years, I’ve also spent quite some time exploring game development, creating full-fledged games, engines, tools, and prototypes, mostly independently. I’ve worked professionally on a few arcade-style games and prototypes (Unity/C#), while continuing to develop personal projects to experiment with gameplay mechanics, AI, and procedural systems.

Technical strengths:
Vue.js, React, TypeScript, Unity, C#, Three.js, JavaScript, WebGL, Node.js, Deno, SQL, Web3.js, Haxe, HTML/CSS
Also experienced with: Photoshop, Animate, Figma, Illustrator, Reason, SoundForge, and more.

Quick to adapt to any object-oriented language such as Python, Java, Dart (Flutter), and others.
Passionate about continuous learning and exploring new technologies.

I’ve worked across creative agencies, product companies, and tech teams, taking projects from concept to deployment, with a strong focus on delivering impactful, efficient, polished user experience and well-structured solutions through clean, maintainable code.

Happy to connect about front-end projects, full-stack work, creative tools, game dev, or weird ideas.
  • Flash, ActionScript 3, Stage3D, Custom Engine (ND2Dx), WorldGameMaker
  • SoundQuest was a 2D social video game developed for Facebook as a promotional campaign for Sony Ericsson. This project marked the beginning of both my ND2Dx 2D GPU-accelerated engine and the creation of the WorldGameMaker editor.
  • Built the entire game engine using Flash + Stage3D, including physics, effects, level editing, collisions, and rendering pipeline, laying the foundation for future tools and projects.
  • Developed highly responsive controls for the player’s dragon character, going through many iterations to get the feel and gameplay experience just right.
  • Created and used the WorldGameMaker IDE for building levels and managing assets, kickstarting a full-fledged development tool that evolved well beyond this project.
  • The game was one of the first large-scale promotional games to use Stage3D and pushed the tech further than most Flash projects at the time.
  • Successfully delivered a smooth, visually rich, and engaging game that was a major success for Sony Ericsson’s campaign.
  • This project was pivotal in my career, not just as a game, but as the start of a broader technical ecosystem that would power many of my later works.