Drew K. Kennedy
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ABOUT.TXT — Notepad

Hello, visitor.


I'm Drew — a software engineer in Austin, TX. I build AI systems that a whole company uses every day, end to end: architecture, model and data integration, evaluation, deployment, and the operations work that keeps them trustworthy. I've been shipping games in Unity and C# for 13+ years, and I host Nintendrew, a game history channel with 350,000+ subscribers.

These days I'm a senior software engineer on contract with a frontier AI lab. Before that, as Senior Software Engineer II, Applied AI at Pocket Worlds, the studio behind the mobile social MMO Highrise (where I still support the platforms as a contractor), I designed and solely built the two AI platforms the company now runs on: a source-grounded, agentic company assistant with 140+ tools that cites its sources and holds every write to the live game behind human approval, and an in-house generative art suite that trains Highrise's visual style into custom image-edit LoRAs instead of prompting for it. In blind side-by-side votes, the art team picked it over the vendor tool it replaces on 4 of 5 production tools.

My working method is agentic development: I run coding agents in parallel and spend my own time on decomposition, review, and verification. That's how one engineer shipped a production assistant, a model training and evaluation pipeline, an agent that builds internal apps for non-engineers, and autonomous agent experiments in under a year, mostly in stacks I hadn't used before.

On the games side: I co-created and shipped C.A.R.L. to PC and every major console, led development on Draw a Stickman: EPIC 2, and led engineering on Highrise's weekly live-service events. Off the clock, I've spent a decade making Nintendrew the internet's home for retro gaming deep dives, which taught me to explain technical ideas plainly. I also compose, edit, and do voiceover!

Austin, TX. Two cats. One very complete N64 library. Make yourself at home — the guestbook is at the bottom.

C:\> SYSTEM SPECIFICATIONS
LANGUAGESPython · C# · TypeScript · Lua · SQL · Java · HTML/CSS
AI & LLMsLLM Agents & Tool Use · MCP · Evaluation Design · LoRA Fine-Tuning (Image Models) · RAG & Semantic Retrieval · Embeddings & Vector Search · Prompt Engineering · AWS Bedrock · Anthropic / OpenAI / Gemini APIs · Generative Image / Video / Audio
BACKEND & WEBFastAPI · Postgres · React / TypeScript · Next.js · Node.js · SQLAlchemy · Docker · Railway · REST APIs · OAuth / SSO
ENGINESUnity · Unreal / UEFN · XNA · MonoGame · Xamarin
GAMEPLAYGameplay Programming · Game Design · Shaders · 3D Math · Physics · Optimization · Prototyping
AR / VRAR Development · VR Prototyping · Motion Tracking
PLATFORMSSteam / Steamworks · Switch · PlayStation · Xbox · iOS · Android · Windows · macOS · Linux
LIVE OPSLive Events · Live-Service Ops · User-Generated Content · UI Design · Community
PRACTICEAgentic Development · Team Leadership & Mentoring · Code Review · Code Design · Automated Testing · Version Control (Git) · Agile / Scrum · Technical Writing
MUSICMusic Production · FL Studio · Piano · Chiptune & Scoring
VIDEO & VOICEVoiceover · Video Production · Editing & Post · Acting · Character Animation
AUDIENCEYouTube (350K+) · Online Content · Public Speaking
WORK.EXE — Selected Work

Selected work.


RetroSeekerNEW!

2026 · Creator

A retro game hunting app. Point your phone at a cartridge, disc, or box and it identifies the exact release, down to region and edition, then prices it from recent sold listings. Behind it: a catalog of 80,000+ releases across 98 consoles in NA, PAL, and JP, plus a collecting layer with a dex to complete, quests, a map of game stores and swap meets, and trading between collectors. Launching soon.

▶ Get notified at launch
ASSISTANT.SCH ASK AGENT 140+ TOOLS CITED ANSWER DATA WAREHOUSE SLACK · NOTION GITHUB · FIGMA TICKETS · DISCORD GAME ADMIN WRITE? HUMAN APPROVAL LIVE GAME 1,300+ TESTS

Company AI Assistant

2025–now · Sole Architect & Engineer

A source-grounded, agentic assistant Pocket Worlds uses every day across LiveOps, support, data, art, and leadership. 140+ tools over the data warehouse, Slack, Notion, GitHub, support tickets, Discord, Figma, and the game's admin systems. Every answer cited, every write to the live game human-approved. Runs scheduled reports and a weekly company digest, and serves other agents through an API and MCP. Python, FastAPI, Postgres, Claude on AWS Bedrock, 1,300+ tests.

📄 Read the thesis →

Generative Art Suite

2026 · Sole Architect & Engineer

An in-house replacement for a third-party AI art vendor. Instead of prompting for Highrise's visual style, it trains the style into custom image-edit LoRAs on curated in-house datasets. In blind side-by-side evaluations judged by the art team, it won the final round 65/35 and beat the vendor on 4 of 5 production tools. 40+ users, 2,000+ generations a week, plus an API and MCP server so other agents can generate on-style art.

AGENTS.SCH 3 AGENTS APP BUILDER PLAIN ASK BUILD TEST ADMIN TOOL WORLD LOOP SCOUT BUILD TEST PUBLISH REPEAT BUG AGENT REPRO FIX BEFORE/AFTER DRAFT PR

Agents & Internal Tools

2026 · Builder

A self-serve app builder on Anthropic's Managed Agents: non-engineers describe an admin panel tool in plain language and get it built, tested against recorded data, and deployed. An autonomous loop that scouts trends, then builds, tests, and publishes game worlds (its first ones shipped to the live game). A Unity agent that reproduces client bugs and opens draft PRs with before/after proof. Plus React micro-apps that automate LiveOps chores.

Highrise — Live Events

2025–26 · Engineering Lead

Led engineering for the weekly live-service events in Highrise, Pocket Worlds' mobile social MMO, and built HR Stream, an in-game platform for host-run live Bingo and Trivia. Mentored the Worlds team and set its AI-assisted development practice.

Omni-Cast

2026 · Solo Developer

A surreal web game about surviving an avalanche of popups — mini-games, scam chats, a stock ticker, and a virtual pet, all living inside the windows attacking you. The (much politer) popup engine haunting this very site is its licensed descendant.

▶ Play in browser

C.A.R.L.

2022 · Co-Creator / Dev

Retro-style platformer built with Matt Bitner, in the lineage of Cave Story and Jazz Jackrabbit. I built the core gameplay mechanics, wrote the dialogue, composed the soundtrack, and drew the pixel art and promotional graphics. Steam, Switch, PlayStation, Xbox.

Draw a Stickman: EPIC 2

2015 · Lead Developer

Led development of the draw-your-own-hero sequel. C#/Unity, shipped across desktop and mobile, later ported to Switch.

Battlepillars

2014 · Gameplay Engineer

Real-time strategy with heavily armed caterpillars — one of two gameplay engineers. iOS, Android, and Steam.

Draw a Stickman: EPIC

2012 · Developer

Core gameplay engineering on the original. Tens of millions of downloads across six platforms.

Earlier credits published under Andrew Kenady — full list on MobyGames.

NINTENDREW.AVI — Media Player

The channel.


Since 2016 I've hosted Nintendrew, a YouTube channel dedicated to video game history and preservation — obscure prototypes, ambitious homebrew, console mods, and the hardware everyone else forgot.

Practically, that's a decade of scripting, shooting, editing, scoring, and publishing broadcast-quality video on a schedule, plus the audience instincts that come from a comment section 350,000 strong. Frequent collaborations with Scott the Woz, Nathaniel Bandy, SMG4, and SimpleFlips.

For a studio, that means a developer who can also speak publicly, demo convincingly, and represent the product — conventions included. I'm a recurring guest at Retropalooza, OMG!Con, and Really Rad Weekend, and the channel is listed on IMDb.

*** CHANNEL STATS ***
Subscribers350,000+
Broadcasting since2016
Complete librariesN64/VB/GBAV
Convention guestRecurring
♬♬ NOW PLAYING: original compositions on SoundCloud
RESUME.DOC — WordPad

Experience.


2026 — NOW
Frontier AI Lab
Senior Software Engineer · Contract

Details under NDA.

JAN 2025 — NOW
Pocket Worlds — Austin, TX
Senior Software Engineer II · Applied AI

Full-time through October 2026, continuing as a contractor supporting the AI platforms below.

Sole architect, developer, and operator of the company's two main internal AI platforms, and of the agentic engineering practice behind them.

  • Company AI assistant: agentic, source-grounded assistant used across LiveOps, support, data, art, and leadership. 140+ tools, cited answers, human approval on every product write, per-user data isolation. Runs scheduled briefs, a weekly company digest, daily live-event health checks, and a support mode; serves other agents through MCP and a REST API. Python, FastAPI, Postgres, Claude on AWS Bedrock, 1,300+ automated tests.
  • Generative art suite: in-house replacement for a third-party AI art vendor. Trained custom image-edit LoRAs on curated in-house datasets and ran blind side-by-side evaluations with the art team as judges: the suite won the final round 65/35 and 4 of 5 production tools. 40+ users, 2,000+ generations a week.
  • Internal tools: a self-serve app builder on Anthropic's Managed Agents that turns a plain-language request into a built, tested, and deployed admin panel tool, plus hand-built React micro-apps that automate LiveOps work like monthly creator compensation and event release preflight checks.
  • Agent R&D: an autonomous loop that scouts trends, then builds, tests, and publishes game worlds (it shipped its first worlds to the live game), and a Unity agent that reproduces client bugs and opens draft PRs with before/after proof.
  • Games: led engineering for weekly live-service events and built an in-game platform for host-run live Bingo and Trivia. Mentored the Worlds team and set its AI-assisted development practice.
2016 — NOW
Nintendrew ▶ Watch a sample
Content Creator

Writing, filming, scoring, and editing for a 350,000+ subscriber YouTube channel — reviews, retrospectives, DIY builds, and retro collecting, produced solo since 2016.

2020 — 2025
Independent Game Developer
Co-Creator · C.A.R.L.

Co-created and shipped C.A.R.L., a 2D puzzle-platformer released on PC, Switch, Xbox, and PlayStation. As one of a two-person team, I built the core gameplay mechanics in Unity/C#, handled cross-platform build pipelines and deployment, wrote the dialogue, composed the soundtrack, and drew the pixel art and promotional graphics.

2016 — 2017
Augterra — San Mateo, CA
Senior Unity Developer

Owned the code base and build management end-to-end; developed rapid prototypes for Karobi, an unreleased AR card battle game.

2015 — 2017
NC2 Media — Franklin, TN
Game Engineer · C#, Unity

Built and iterated on multiple simultaneously-developed Unity titles for an unannounced project in a closed-door R&D lab.

2013 — 2015
Hitcents — Bowling Green, KY
Game Developer → Lead Game Developer

Core gameplay engineering, then small-team leadership, across Draw a Stickman: EPIC 1 & 2 and Battlepillars, plus licensed AR experiences for Disney and Sony — C# with XNA and Unity, shipping to Windows, macOS, Linux, iOS, Android, and Windows Phone.

EDUCATION
Western Kentucky University
B.S. Computer Science, Cum Laude · Minor in CIS · 2013

WKU Game Research Group. Entered via The Gatton Academy of Mathematics and Science — the nation's #1-ranked high school (Newsweek) — where I later returned as a computer science tutor.

💾 Download the résumé (PDF)

EXTRAS — Bonus Disc

Also in the toolkit.


Music Production

Original composition and scoring, chiptune to full production. Game soundtracks a specialty.

Listen →
Voiceover

Character and commercial VO. Credits include announcer work for SMG4. Reels on request.

Request reels →
Speaking & Events

Convention panels, guest spots, and developer talks. Comfortable on any stage. Con bookings go through my representation.

Book me via Malice Media →
CONTACT.HTM — Guestbook

Get in touch.


I'm open to what's next. I'm most interested in applied AI, agent infrastructure, evaluation, and AI-native tooling for creative and game teams. Contract work, collaborations, or an interesting problem — if the work is meaningful and the craft matters, I want to hear about it. I answer everything personally, usually fast. For convention and event bookings, contact Malice Media.

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