Available for full-time SWE roles · Summer 2027 start Berkeley, California Lubbock, Texas

Systems engineering · Multiplayer · Tooling

I build multiplayer systems and the tools behind them.

I’m Nicholas, a Computer Science student at Texas Tech. I finish my B.S. in May 2027 and complete an accelerated M.S. by 2028 while working full time. Since 2021, I’ve led engine systems at Imagicast Studios; since 2023, I’ve operated a live, multi-server Minecraft network on Oracle Cloud.

Portrait of Nicholas Lasagna in a suit and tie
Nicholas Lasagna Berkeley, CA ·
2021 — now
Co-founder & Lead DeveloperImagicast Studios
2023 — live
Minecraft server infrastructureOracle Cloud · Ubuntu
May 2027
B.S. Computer ScienceM.S. by 2028, alongside work · Math minor
01

Selected projects

What I’ve built.

Seven projects across live infrastructure, multiplayer systems, compiler tooling, and full-stack products.

  1. RealFiction website showing its Minecraft world, server address, and player status

    Live 2023 — present

    RealFiction

    I architect and operate this live multi-server Minecraft network on Oracle Cloud and Ubuntu, under real player load.

    Java · Velocity · Oracle Cloud · Linux

  2. Imagicast Studios website introducing its independent multiplayer game work

    Live 2021 — present

    Imagicast Studios / Abandoned Horror

    As co-founder and lead developer, I own core multiplayer systems for Abandoned Horror, a 6v1v1 Unreal title in development.

    Unreal Engine 4/5 · C++ · C# · Multiplayer

  3. RealLang demo showing source code, compiler diagnostics, generated C, editor tooling, and passing tests

    Prototype Compiler tooling

    RealLang

    I wrote the whole pipeline: lexer, parser, type checker, repair-oriented diagnostics, C codegen, editor tooling.

    Python · Type systems · C codegen · LSP

  4. HeartHaven browser game showing a decorated shared room and companion needs

    Live Social multiplayer

    HeartHaven

    Real-time shared rooms and companions, with Row-Level Security isolating each player’s state.

    Next.js · TypeScript · Supabase · PostgreSQL

  5. RealForge Markets workspace showing simulated positions, watchlists, activity, and research

    Prototype Local-first tooling

    RealForge / Markets

    I’m building a desktop workbench for a user-configured local model, with dry-run previews and approval gates so nothing acts unreviewed.

    TypeScript · Local models · Safety tooling

  6. United Exams website presenting course hubs for quizzes, simulations, homework, and notes

    Live Built 2025

    United Exams

    Question selection adapts to a student’s weak topics; RLS keeps their attempts and progress private.

    Next.js · PostgreSQL · Row-Level Security

  7. Competitive Playable Bosses artwork featuring multiple playable boss characters

    Public mod Non-commercial

    Competitive Playable Bosses

    Memory-safe Rust tooling for performance-sensitive runtime behavior, in a public Super Smash Bros. Ultimate mod with an active community.

    Rust · Runtime systems · Concurrency

Three of these are private. I can walk through the code, architecture, or a live demo on request — get in touch.

02

Experience & education

Building since 2021.

2021 — present

Experience

Co-founder & Lead Developer

Imagicast Studios · Berkeley, CA

  • Lead core systems architecture for Abandoned Horror, an in-development asymmetrical multiplayer game.
  • Build engine-level gameplay state, input handling, and runtime multiplayer logic in Unreal Engine 4/5.
  • Coordinate a distributed development workflow while balancing maintainability with feature delivery.

Education

Texas Tech University

B.S. Computer Science · Mathematics minor

Program
Accelerated B.S./M.S.
B.S. expected
May 2027
M.S. expected
2028 · alongside full-time work
GPA
3.565 / 4.00

Selected coursework Computer Architecture, Theory of Automata, Data Structures & Algorithms, Analysis of Algorithms, Systems & Assembly.

03

A short version

How I got here.

I started in game development, where a desync or a lag spike is something the player on the other side of the screen feels immediately. Since co-founding Imagicast in 2021, I’ve expanded from gameplay systems into infrastructure, languages, and developer tools.

I like understanding where state lives, what happens when a dependency disappears, how a change gets rolled back, and whether the next engineer can tell what the system is doing.

I graduate in May 2027 and am looking for a full-time software engineering role starting that summer, on a team that ships real systems and trusts new engineers with problems they own. I finish an accelerated M.S. by 2028 in parallel, on my own time.

Full-time from Summer 2027

If the work has to hold up beyond the demo, I’d like to help.