🏆 Avalonia MVP · Senior Software Engineer

Building high-performance GUIs for 20 years

From 3 codebases to 1. Cross-platform GUIs that handle millions of items. Creator of TextMateSharp.

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Years in Version Control
0K+
NuGet Downloads (TextMateSharp)
0M+
Items handled in UI
0x
Performance Boost (BranchExplorer)

The GUI Performance Architect

I literally wrote the first lines of Plastic SCM back when we were Codice Software.

20 Years of Impact

I've spent most of my career building Plastic SCM at Codice Software — which later became Unity Version Control after acquisition by Unity Technologies. I worked across the entire stack for 15 years: from backend and services to Desktop GUI, plugins (Eclipse, Visual Studio, Unity), shell extensions, and REST APIs.

I've battled multi-platform complexity on macOS, Linux, and Windows, shipping with technologies like WinForms, WPF, SWT, GTK#, MonoMac, and later Avalonia. I led the consolidation from 3 client codebases (WinForms, Gtk#, MonoMac) into one unified cross-platform codebase with Avalonia.

My thing is performance at scale: opening files with hundreds of thousands of lines, rendering diffs instantly, and keeping lists/trees with millions of items buttery smooth through heavy virtualization and careful memory/rendering profiling.

🏆 Avalonia MVP

Recognized for contributions to the Avalonia ecosystem and community

🚀 #1 AvaloniaEdit Contributor

Lead contributor to the powerful text editor used across the platform

📦 TextMateSharp Creator

525K+ downloads · VSCode-based syntax highlighting engine

⚡ Performance Obsessed

Desktop GUI that opens 100K+ line files and handles 10M+ item lists smoothly

Projects

Open Source and product work that shipped to real users

📝

TextMateSharp

A C# port of vscode-textmate — a TextMate-based syntax highlighting engine. Started as a hackweek project, now powers syntax highlighting in Unity Version Control's Desktop GUI.

📦 525K+ downloads
Used in production
C# .NET Syntax Highlighting TextMate
✏️

AvaloniaEdit

#1 contributor to AvaloniaEdit — a powerful text editor component for Avalonia. Used in Unity Version Control for diff/merge views and code review workflows.

🥇 #1 Contributor
🔧 Cross-platform
C# Avalonia Text Editor Open Source
🖥️

Unity Version Control · Desktop GUI

Cross-platform client for massive repos. Virtualized trees/lists, instant diffs, scalable rendering, and large-file workflows. Migrated from 3 codebases to one Avalonia app.

🌐macOS · Windows · Linux
10M+ items responsive
Avalonia C# Virtualization Rendering
🔌

Unity Version Control · Plugin

Deep integration inside Unity Editor: checkins, diffs, branch visualization, and workflows tailored for game teams. Enabled macOS development/testing via Bokken.

🎮Unity Editor integration
🧪CI-ready
Unity C# Editor Plugin
🎮

Hackweek: Unity Text Editor

Not open source. A powerful in-Editor text/diff tool — a port of AvaloniaEdit into Unity with syntax highlighting, diff viewer, and code review features.

🏆 Hackweek Winner
🎥 Video Demo
Unity C# Editor Extension Hackathon

Professional Journey

Senior Software Engineer

Unity Technologies
Jul 2020 - Present · 5+ years

Leading development of Unity Version Control (formerly Plastic SCM) Desktop GUI and Unity Plugin following Unity's acquisition of Codice Software. Driving performance-first architecture, cross-platform excellence, and cutting-edge features.

  • Migrated entire Desktop GUI codebase to Avalonia 11.x with comprehensive unit test infrastructure (10,000+ tests running in <4min)
  • Built the Avalonia's app UI framework (the whole styling + custom controls) from scratch
  • Implemented syntax highlighting engine based on VSCode's TextMate (later open-sourced as TextMateSharp)
  • Achieved 592% faster unit tests (4.5min → 39sec) through strategic optimization and parallelization
  • Delivered 30x performance boost on BranchExplorer layout calculation (52s → 1.7s) — critical for large repositories
  • Architected fully virtualized UI (lists/trees) enabling 10M+ file repositories to remain responsive and instant
  • Built AI/LLM prototypes for intelligent check-in assistance and merge conflict resolution using GPT integration
  • Enabled macOS development pipeline for Unity Plugin via Bokken infrastructure — unlocking cross-platform testing
  • Shipped major features: shelve & switch, advanced branch filters, quick workspace switching, org unification

Senior Software Engineer

Codice Software
Nov 2005 - Jul 2020 · 15 years

Founding engineer who wrote the first lines of Plastic SCM. Worked across the entire stack — from low-level server backend to desktop clients, IDE plugins, shell extensions, web services, and REST APIs. Fought and won the cross-platform wars (Windows, macOS, Linux).

  • Led the development of Plastic SCM Desktop GUIs in 3 separate codebases and OS (WinForms/WPF, GTK#, MonoMac)
  • Core contributor to SemanticMerge — a revolutionary language-aware merge tool that understands code structure, not just text
  • Created ImageMagick integration for previewing 100+ image formats directly in diffs
  • Built Visual Studio integration, Eclipse plugin, and Windows Shell Extension for seamless IDE/OS integration
  • Worked on server backend (C#/.NET), web frontend, REST APIs, and distributed services — true full-stack
  • Fought through GTK# on macOS, MonoMac limitations, and WinForms quirks — gaining deep cross-platform expertise

Let's Connect

Interested in GUI architecture, performance optimization, or Avalonia? Let's talk.