Kevin Mullin

Senior Software Engineer

Results-oriented engineer with 19+ years of experience driving innovation through AI/ML solutions, scalable cloud infrastructure, and full-stack development. From AAA game titles at Sony to production ML systems, I build technology that makes an impact.

Expertise

Cloud & DevOps

Expert

AWS, Azure, GCP, Kubernetes, Helm, OpenTofu, AWS CDK, Docker, CI/CD Pipelines

Languages

Advanced

Python, JavaScript, TypeScript, C, C++, Rust

Frameworks & Data

Advanced

FastAPI, Django, Node.js, React, React Native, PostgreSQL, Redis, Snowflake

Creative Tech

Advanced

Pipeline Development, Character Rigging, Motion Capture, Qt/PySide, MEL/Python Tools

IT Infrastructure

Working

MDM Solutions, Active Directory, Ubiquiti UniFi, Asset Management, Help Desk Operations

Timeline

2021 — 2025

Senior Developer

Employ · Waltham, MA (Remote)

Cut candidate-match latency ~60% by migrating matching onto LLMs, took AI services from design to production, and scaled microservices on Kubernetes.

2017 — 2021

Senior Developer & IT Manager

Air Pros · Fort Lauderdale, FL (Remote)

Ran IT for 15+ locations and 300+ people, cut deploys from hours to minutes with a full GitLab/Rancher CI/CD transformation, and shipped inventory systems.

2015 — 2017

Project Manager & Lead Developer

Stickboy Creative · Fort Myers, FL

Led a team through full SDLC to ship 10+ healthcare, veterans, donor, and franchise platforms — plus internal Python/Docker automation.

2010 — 2013

Lead Technical Artist

Sony Computer Entertainment · San Diego, CA

Built studio-wide Python/MEL pipeline tools and mocap-ready rigs for AAA titles including The Last of Us, Uncharted 3, and Killzone: Shadow Fall.

2012

Demo Reel

Sony & Hydraulx era

Pipeline tools, character rigs, and technical art spanning PlayStation and Hollywood VFX.

Open on Vimeo
2009 — 2010

Character Technical Director

Hydraulx · Santa Monica, CA

Cloth TD and character tech on Avatar, Battle: Los Angeles, and Gulliver's Travels — feature films grossing billions worldwide.

2009

VFX Demo Reel

Hydraulx & Extra Large era

Cloth, hair, and character work from the Hollywood years.

Open on Vimeo
2007 — 2009

Technical Artist

Extra Large Technology · Hollywood, CA

Cloth and hair simulation in Maya, MEL/Python pipeline tooling, and collaboration on in-house rendering.

2006 — 2007

Database Engineer

Lockheed Martin · Orlando, FL

Automated simulation-engine pipelines with bash; modeled and textured assets for government projects and I/ITSEC 2006.

Education

Associate of Computer Science

Full Sail University · Game Development & Design

Formal foundation in game development that launched a career spanning simulation, AAA, VFX, and AI systems.

Get In Touch

Let's build something together.

Whether you're looking for a senior engineer to join your team, need consulting on AI/ML implementation, or have a project that needs expert guidance—I'd love to hear from you.