# Aaron Lionheart > Software engineer and CEO of Lionheart Global Corporation, based in Perth, Western Australia. Eighteen years building production software in C# and .NET, with on-device AI, React Native and Expo mobile apps, Electron and Avalonia desktop apps, a realtime audio engine in Rust, three games of his own, and MIT-licensed developer tools. --- Source: https://aaronlionheart.com/ # Aaron Lionheart Software engineer in Perth, Western Australia, and CEO of Lionheart Global Corporation. [Read the resume](https://aaronlionheart.com/resume) ## Years in C# and .NET 18 yrs Professional years writing C# and .NET, as listed in the skills matrix on the resume. C and C++ go back just as far. ## Work Eleven roles since 2017: eight across six enterprise clients, and three games from my own studios. I'm a software engineer in Perth, Western Australia, and the CEO of Lionheart Global Corporation. I've built for the University of Western Australia, BHP, Rio Tinto, Squiz, Bunnings and LiveMine, and I release my own software alongside: two games out on Steam, one in development, and the MIT-licensed tools I use every day. ### UWA Full stack lead, Digital Experience. Sep 2025 - Present. Full stack lead in the Digital Experience team, delivering frontend, backend and infrastructure across the university's web platforms, student systems and security tooling. - Delivered the first stage of the new student portal backend, covering architecture, infrastructure and code, built to scale with Redis. It integrates Callista, Blackboard, Entra ID SSO and other university systems. - Mentored interns to turn their vision into a student portal prototype. When it was presented to wider University IT, it won buy-in for the new student portal. - Architected and delivered a zero-downtime migration of university search from Funnelback to Sitecore Search using a strangler fig pattern, covering the search UI, Cloudflare Workers and Azure API Management. - Built an automated vulnerability management platform covering 42 repositories. It scans daily, feeds a bespoke dashboard I built for managing the whole portfolio, and sends weekly reports supporting Essential Eight compliance. - Developing AI-driven CVE remediation on Microsoft Foundry, which fixes and verifies vulnerabilities and raises pull requests for review. - Built and maintain frontend components for www.uwa.edu.au on Sitecore XM Cloud with React, Next.js and Vercel, along with its deployment pipelines and branching strategy. - Rebuilt and upgraded the team's build agents and CI/CD pipelines, and automated software updates across the build infrastructure. - Ran security audits and built AI-assisted auditing tools with Microsoft Copilot. - Presented on Essential Eight compliance and security automation to IT staff. - Winner of the Uni IT Architectural Patterns Competition 2026. - And much more. C#, ASP.NET Core, React, Next.js, TypeScript, Redis, Microsoft Azure, Azure API Management, Microsoft Entra ID, Cloudflare Workers, Sitecore XM Cloud, Sitecore Search, Vercel, Docker, Kubernetes, DevOps, DevSecOps, Microsoft Foundry, AI Agents ### UWA Cloud migration and modernization. Oct 2024 - Dec 2024. Migrated multiple on-premises solutions to the cloud with improvements and code rewrites. This includes the Student Recharge app, where UWA students add value to their student cards online; the Password Update portal, and various other critical university services. JavaScript, Razor, C#, HTML, CSS, Git, SQL, Xetta Payment Integration, SendGrid Email Integration, Azure DevOps ### BHP Mine shutdown reporting dashboard. Feb 2024 - Sep 2024. Worked on creating a new dashboard solution for BHP mine shutdowns that pulls data from 3 different systems and displays a dashboard for quick decision making based on stakeholder metrics, implementing both the front-end and back-end. JavaScript, React, C#, HTML, CSS, Git, SQL, Snowflake, GitHub ### Rio Tinto Rail system tracking and reporting. July 2023 - Nov 2023. Worked on stabilizing and improving the rail system tracking, reporting, and location services on both the front-end and back-end. F#, C#, React, Git, Unit Testing, SQL, CI/CD, Power BI Integration, BitBucket ### BHP Shipping optimization on the PRISM squad. Jan 2023 - May 2023. Part of the PRISM Squad working on mining industry shipping related optimization solutions, implementing new features on both the front-end and back-end. JavaScript, Angular, C#, HTML, CSS, Git, Unit Testing, SQL, CI/CD, Azure Logic Applications, Power BI Integration, Snowflake, BitBucket ### Squiz Lead developer, Squiz Workplace. Jan 2022 - Nov 2022. Part of the Plug & Play Squad. Took over as lead developer of the Squiz Workplace product, in charge of implementing new features, bug fixes, client patches and releases. JavaScript, React, Angular, PHP, HTML, CSS, Git, Cypress, Unit Testing, SQL, CI/CD, Azure, AWS, Azure Logic Applications, GitHub ### Bunnings Self-checkout and logistics management. Jan 2021 - Jan 2022. Part of the MS Front End React Squad, creating new projects from scratch with modern React, Redux-Saga, TypeScript, styled-components etc. As well as updating old projects in our domain, API side included. Performing stakeholder meetings, showcases, engaging with business developers etc. Main projects include "Self Checkout" and "Logistics Management App". C#, DotNet Core, Angular, React, BitBucket ### Heroes Raid Always-online 3D action RPG. 2021 - In Progress. Building Heroes Raid, an always-online 3D action RPG set in a dark, dystopian world of angels, demons, firearms, swordsmanship, magic and advanced technology. It's on Steam ahead of release, with alpha testing running through Discord. The game talks to its API server constantly and is built to scale to millions of players, with free-to-play monetisation and a new-content-every-week model. - A story told in acts, from a dream above a rain-soaked city to an escape from armed soldiers on a train, with cutscenes along the way, and dungeon raids generated procedurally so no two runs are the same. - Play solo or in online co-op, with a squad whose AI can be set to specific tactics. - Equipment is summoned and grants abilities to upgrade and master; sacrificing a summoned hero passes its abilities to another, for builds from a lightning-fast assassin to a magic-wielding archer. - A PvP arena with 4v4, 3v3, 2v2 and 1v1 modes, ladders, fame and rewards, and cross-platform multiplayer. - Loot, levels and rewards throughout, with in-app purchases, and the game localised into 26 languages. C#, DotNet Core, Unity Engine, Unit Testing, SQL, Azure, Azure Logic Applications, AWS, CI/CD, Git, React, Analytics Integration [Heroes Raid on Steam](https://store.steampowered.com/app/1416800/Heroes_Raid/) ### SquareCode / LiveMine Shift management and worker co-ordination. Jan 2019 - Dec 2021. Worked primarily on LiveMine. Clients use LiveMine for mine-specific shift management, big data and worker co-ordination. I worked very closely with the LiveMine team spending a few months in their Fremantle office. C#, Xamarin, Angular, React, HTML, CSS, Git, SQL, Analytics Integration, Power BI Integration ### Super Friends Party Six-player online party game. Jan 2018 - Jan 2019. Built and released Super Friends Party, a free-to-play online party game on Steam where up to six players, friends or strangers, battle through minigames to find a champion. It opened in Early Access in June 2019 and had its full release in August 2026. - Minigames spanning dozens of genres, designed with the feel of classic old-school party games. - Online play through solo-queue matchmaking or custom lobbies with friends, on an always-online backend that also holds each player's inventory. - Over 100 playable characters and hundreds of unlocks, with names and appearances that can be changed at any time. - Tickets earned by playing buy hats, taunts, characters and more, alongside in-app purchases. - A live-service model with regular content updates: new minigames, characters, hats and taunts. C#, Unity Engine, Unit Testing, SQL, Azure, AWS, CI/CD, Git [Super Friends Party on Steam](https://store.steampowered.com/app/1075140/Super_Friends_Party/) ### Grand Battle Ten-character action RPG. Jan 2017 - Jan 2018. Built and released Grand Battle, a free-to-play action RPG on Steam. A meteor strike brings monsters to the planet, and a party of heroes fights across themed areas to find out why. Up to four friends can play together on one screen. - Ten playable heroes across nine classes, from Great Axe and Sword Master to Staff Magic, Elemental Golem and Bow & Arrow, each with its own combat style. - A party of four with instant switching between heroes, and AI party members whose behaviour the player can configure. - Local split-screen co-op and PvP for up to four players, with full XInput controller support. - Over 100 quests, monsters that drop crafting materials for upgrading equipment, and gear that grants abilities and changes how each hero fights. - Shipped on Steam with achievements, Remote Play Together and Family Sharing, plus a paid item pack DLC. C#, Unity Engine, Steamworks, Unit Testing, CI/CD, Git [Grand Battle on Steam](https://store.steampowered.com/app/1044920/Grand_Battle/) ## What I do ### AI on the device Local AI that runs on the machine in front of you rather than on someone else's server. On-device LLM inference with ONNX Runtime GenAI, long-term memory for agents built on embeddings and hybrid search, and compiler-driven code intelligence from Roslyn and the TypeScript compiler, all served to coding agents over the Model Context Protocol. Speech in both directions: GPU text-to-speech with zero-shot voice cloning, returning word and viseme timings so a character can lip-sync to it, and whisper.cpp for recognition. Audio models too, for stem separation and pitch transcription. Where a cloud model is the right call, Claude, OpenAI, Gemini and Grok sit behind one interface. I work with AI agents every day as well: Claude Code, Agent Skills and project instructions that let them work across a whole codebase to the same standard I do. - Phi-4-mini on ONNX Runtime GenAI, int4, 128K context - MiniLM embeddings with BM25F and trigram hybrid retrieval - MCP servers in C# and Rust - F5-TTS voice cloning, KittenTTS and eSpeak NG - whisper.cpp speech recognition - CUDA, TensorRT and DirectML execution providers - HT-Demucs stem separation and Basic Pitch transcription - Claude, OpenAI, Gemini and xAI APIs ### Apps and open source Mobile apps for iOS and Android in React Native and Expo, on the New Architecture and in strict TypeScript: offline-first with on-device SQLite and persisted queries, built to keep working and keep data intact when the network doesn't, with App Store subscriptions, push notifications and seven languages, shipped through EAS and TestFlight. Native Android in Kotlin and Jetpack Compose when the platform calls for it. Desktop apps in Electron with React, and in Avalonia on .NET, where one executable is both the app and its command-line tool. Each ships with real installers for every platform: WiX MSI on Windows, signed and notarised DMGs on macOS, .deb and AppImage on Linux, and Steam builds. I build and release my own tools under the MIT license for anyone to use, including PDFStudio, Agentic Memory and Windows Audio Recorder, three projects I actively maintain in public. - React Native 0.83 and Expo SDK 55 - Zustand, TanStack Query, Reanimated and Zod - EAS Build, TestFlight and App Store subscriptions - Kotlin, Jetpack Compose and Android TV - Electron and React; Avalonia, WinForms and XAML - Xamarin for iOS and Android before that - WiX, notarised DMGs, .deb, AppImage and Steam - MIT licence, no telemetry ### 3D and games Real-time 3D in Unity since 2017, across three games of my own: from the gameplay and rendering math to the asset pipeline that gets art into the engine without breaking, and the networking that keeps players in step. On the web and the desktop, three.js and React Three Fiber: animated 3D characters with spring-bone physics, retargeted animation and lip-sync driven by speech, compressed GPU textures, and instanced WebGL views that keep thousands of objects at frame rate. Every particle scene on this site is a GLSL shader over one cloud of points. - Unity since 2017, including HDRP - Gameplay, rendering and physics - Realtime multiplayer networking - three.js, React Three Fiber and GLSL - VRM avatars, spring bones and VRMA animation - KTX2 and Basis texture pipelines - Tools for Unreal's .uasset format - Steam builds and SteamPipe uploads ### Back end APIs and data models built to hold up under real traffic, backed by cloud infrastructure on Azure and AWS rather than a server under someone's desk. Mostly ASP.NET Core on .NET 10: Entity Framework over SQL Server, background work on Hangfire, JWT and Entra ID single sign-on, OpenAPI documentation and Application Insights, deployed to Azure App Service from GitHub Actions. App Store receipt checks and push notifications, and AI generation done on the server, where its output can be checked before anyone sees it. Realtime where it counts: a lock-free audio engine in Rust, WebSocket gateways, and multiplayer networking for games. Comfortable owning a feature end to end: schema, API, UI and the pipeline that ships it. React and Angular on the front, .NET and Node on the back, with the judgement to know which one a problem actually needs. - C#, F#, ASP.NET Core and .NET 10 - Rust and Node.js services - SQL Server, Postgres, Snowflake, Redis and SQLite - Entity Framework and Hangfire - Microsoft Azure, Entra ID and AWS - Cloudflare Workers and Turnstile at the edge - REST, OpenAPI, WebSockets and MCP ### Front end Interfaces people actually enjoy using, from component architecture and state management down to the CSS details that make something feel fast and considered instead of merely functional. React 19 and strict TypeScript on Vite, rendered on the server or generated ahead of time with Next.js or Vike, with client state in Zustand and server data in TanStack Query. At enterprise scale, Sitecore XM Cloud with Next.js on Vercel, and Angular and Blazor where a team already lives. Fast is a feature: prerendered pages, image pipelines, search that runs in the browser, WebGL where it earns its place, and every flow tested end to end in a real browser. - React, Next.js, Vike, Angular and Blazor - TypeScript, strict - Vite, Tailwind and SCSS - Zustand, TanStack Query, React Router and Zod - Sitecore XM Cloud and Sitecore Search - Vitest, Playwright and Cypress ### Automation and teams If I do something more than twice, I script it. CI/CD pipelines, build tooling and workflow automation that remove the repetitive parts of shipping software. Every project I own ships from CI: matrix builds that test, sign and package for Windows, macOS and Linux, mobile builds through EAS, and store and Steam uploads scripted end to end. Code is held to strict rules on the way: clippy and model checking for realtime Rust, and unit and browser tests for everything else. At UWA, daily vulnerability scanning across 42 repositories feeds Essential Eight reporting. Leading teams that don't need me in the room to function well: clear planning, documentation and feedback loops instead of constant oversight. - GitHub Actions, Azure DevOps and TeamCity - Code signing, notarisation and installers - EAS, TestFlight and SteamCMD pipelines - Docker and Kubernetes - DevSecOps and Essential Eight scanning - AI agents on Microsoft Foundry and Claude Code - xUnit, Vitest, Playwright, loom and clippy - Mentoring, planning and documentation Under the work sits one belief: people should be free to choose, and technology should repair what we inherited. [Values](https://aaronlionheart.com/values) --- Source: https://aaronlionheart.com/resume # Resume A skills matrix, then every senior role with its dates and stack. ## Skills matrix Skills: 66 Areas: 8 Longest: 18 yrs Each bar is a skill's years of professional use, against the longest at 18. ### Languages What I write in. - .NET Framework / Core using C# / F# 18 yrs - C / C++ 18 yrs - HTML / CSS / JavaScript / TypeScript 18 yrs - Java 13 yrs - Lua / Python 11 yrs - PHP 9 yrs - Rust (Realtime Audio, Lock-Free Concurrency) 3 yrs - Kotlin 3 yrs ### Front end Interfaces for the web and the desktop. - React 13 yrs - Angular 11 yrs - Forms / XAML / WPF 11 yrs - Razor / Blazor 8 yrs - Next.js 6 yrs - three.js / React Three Fiber / GLSL Shaders 5 yrs - Vite / Tailwind CSS Front-End Tooling 4 yrs - Zustand / TanStack Query 4 yrs - Vike Static Site Generation 2 yrs ### Back end and data APIs, services and the data under them. - Integrations (Payment, Analytics, Email, Power BI, Advertising) 15 yrs - SQL Databases (Postgres, Microsoft SQL, Snowflake, Oracle) 11 yrs - Node.js 10 yrs - ASP.NET / Entity Framework 9 yrs - RESTful API Development 9 yrs - ASP.NET Core 8 yrs - Redis 7 yrs - Hangfire Background Jobs 6 yrs ### Cloud and infrastructure Where it runs, and the machines it runs on. - Hardware Setup / Network Setup / Computer Building 16 yrs - Azure 9 yrs - AWS 9 yrs - Docker 8 yrs - Azure Logic Applications 7 yrs - Microsoft Entra ID (Azure AD) / SSO 7 yrs - Azure API Management 6 yrs - Cloudflare (Workers, DNS, CDN) 6 yrs - Kubernetes 6 yrs - Sitecore (XM Cloud, Sitecore Search) 5 yrs ### Delivery and leadership Shipping it safely, and the people who ship it. - Git / GitHub / GitLab / Bitbucket / Azure DevOps 12 yrs - DevOps 8 yrs - Mentoring & Team Leadership 8 yrs - CI/CD TeamCity / Azure DevOps (Build Pipeline Management & Continuous Delivery) 7 yrs - Unit Testing JavaScript & C# 7 yrs - Cypress Browser Automation Testing 6 yrs - DevSecOps (Vulnerability Management, Essential Eight) 5 yrs - Playwright & Vitest Testing 4 yrs ### AI Models, retrieval and agents. - Artificial Intelligence / Machine Learning (Transformers, Embeddings, SBERT) 6 yrs - Semantic Search & Vector Retrieval 5 yrs - Local LLM Inference (ONNX Runtime GenAI, Phi-4, Int4 Quantization) 4 yrs - AI Coding Agent Tooling (Model Context Protocol, Claude Code, Agent Skills, Copilot, Cursor) 4 yrs - AI Agents (Microsoft Foundry, Copilot) 4 yrs - LLM APIs (Claude, OpenAI, Gemini, xAI) 4 yrs - GPU Inference (CUDA, TensorRT, DirectML) 4 yrs - Speech AI (whisper.cpp, F5-TTS Voice Cloning, KittenTTS) 3 yrs ### Games and apps Engines, multiplayer and native apps. - Unity Engine 9 yrs - Store Release Pipelines (TestFlight, SteamPipe) 7 yrs - Xamarin App Development (iOS, Android, Linux, Windows) 6 yrs - Real-time Networking for Multiplayer Games 6 yrs - React Native / Expo (EAS, App Store Subscriptions) 6 yrs - Electron Desktop Apps 6 yrs - Avalonia Cross-Platform Desktop Development (GUI and CLI in One Executable) 5 yrs - Desktop Packaging & Distribution (WiX, MSI, Notarised DMG, .deb, AppImage) 5 yrs - Windows Audio Engineering (WASAPI Loopback Capture, NAudio, LAME) 4 yrs - Jetpack Compose / Android TV 4 yrs - Realtime Audio Engines (ASIO, CLAP / VST3 Hosting) 4 yrs ### Specialist tooling The deep ends of the open-source work. - Compiler & Static Analysis Tooling (Roslyn, TypeScript Compiler API) 6 yrs - PDF Engineering (ISO 32000, PdfSharp, PDFium, AcroForms, Redaction) 6 yrs - Headless Browser Automation & Document Rendering (Puppeteer, Chromium) 6 yrs - Cryptography & Digital Signatures (AES-128/256, PKCS#7, X.509) 5 yrs ## Roles ### UWA Full stack lead, Digital Experience. Sep 2025 - Present. The University of Western Australia Full stack lead in the Digital Experience team, delivering frontend, backend and infrastructure across the university's web platforms, student systems and security tooling. - Delivered the first stage of the new student portal backend, covering architecture, infrastructure and code, built to scale with Redis. It integrates Callista, Blackboard, Entra ID SSO and other university systems. - Mentored interns to turn their vision into a student portal prototype. When it was presented to wider University IT, it won buy-in for the new student portal. - Architected and delivered a zero-downtime migration of university search from Funnelback to Sitecore Search using a strangler fig pattern, covering the search UI, Cloudflare Workers and Azure API Management. - Built an automated vulnerability management platform covering 42 repositories. It scans daily, feeds a bespoke dashboard I built for managing the whole portfolio, and sends weekly reports supporting Essential Eight compliance. - Developing AI-driven CVE remediation on Microsoft Foundry, which fixes and verifies vulnerabilities and raises pull requests for review. - Built and maintain frontend components for www.uwa.edu.au on Sitecore XM Cloud with React, Next.js and Vercel, along with its deployment pipelines and branching strategy. - Rebuilt and upgraded the team's build agents and CI/CD pipelines, and automated software updates across the build infrastructure. - Ran security audits and built AI-assisted auditing tools with Microsoft Copilot. - Presented on Essential Eight compliance and security automation to IT staff. - Winner of the Uni IT Architectural Patterns Competition 2026. - And much more. C#, ASP.NET Core, React, Next.js, TypeScript, Redis, Microsoft Azure, Azure API Management, Microsoft Entra ID, Cloudflare Workers, Sitecore XM Cloud, Sitecore Search, Vercel, Docker, Kubernetes, DevOps, DevSecOps, Microsoft Foundry, AI Agents ### UWA Cloud migration and modernization. Oct 2024 - Dec 2024. The University of Western Australia Migrated multiple on-premises solutions to the cloud with improvements and code rewrites. This includes the Student Recharge app, where UWA students add value to their student cards online; the Password Update portal, and various other critical university services. JavaScript, Razor, C#, HTML, CSS, Git, SQL, Xetta Payment Integration, SendGrid Email Integration, Azure DevOps ### BHP Mine shutdown reporting dashboard. Feb 2024 - Sep 2024. Worked on creating a new dashboard solution for BHP mine shutdowns that pulls data from 3 different systems and displays a dashboard for quick decision making based on stakeholder metrics, implementing both the front-end and back-end. JavaScript, React, C#, HTML, CSS, Git, SQL, Snowflake, GitHub ### Rio Tinto Rail system tracking and reporting. July 2023 - Nov 2023. Worked on stabilizing and improving the rail system tracking, reporting, and location services on both the front-end and back-end. F#, C#, React, Git, Unit Testing, SQL, CI/CD, Power BI Integration, BitBucket ### BHP Shipping optimization on the PRISM squad. Jan 2023 - May 2023. Part of the PRISM Squad working on mining industry shipping related optimization solutions, implementing new features on both the front-end and back-end. JavaScript, Angular, C#, HTML, CSS, Git, Unit Testing, SQL, CI/CD, Azure Logic Applications, Power BI Integration, Snowflake, BitBucket ### Squiz Lead developer, Squiz Workplace. Jan 2022 - Nov 2022. Part of the Plug & Play Squad. Took over as lead developer of the Squiz Workplace product, in charge of implementing new features, bug fixes, client patches and releases. JavaScript, React, Angular, PHP, HTML, CSS, Git, Cypress, Unit Testing, SQL, CI/CD, Azure, AWS, Azure Logic Applications, GitHub ### Bunnings Self-checkout and logistics management. Jan 2021 - Jan 2022. Bunnings Warehouse Part of the MS Front End React Squad, creating new projects from scratch with modern React, Redux-Saga, TypeScript, styled-components etc. As well as updating old projects in our domain, API side included. Performing stakeholder meetings, showcases, engaging with business developers etc. Main projects include "Self Checkout" and "Logistics Management App". C#, DotNet Core, Angular, React, BitBucket ### Heroes Raid Always-online 3D action RPG. 2021 - In Progress. Lionheart Global Corporation Building Heroes Raid, an always-online 3D action RPG set in a dark, dystopian world of angels, demons, firearms, swordsmanship, magic and advanced technology. It's on Steam ahead of release, with alpha testing running through Discord. The game talks to its API server constantly and is built to scale to millions of players, with free-to-play monetisation and a new-content-every-week model. - A story told in acts, from a dream above a rain-soaked city to an escape from armed soldiers on a train, with cutscenes along the way, and dungeon raids generated procedurally so no two runs are the same. - Play solo or in online co-op, with a squad whose AI can be set to specific tactics. - Equipment is summoned and grants abilities to upgrade and master; sacrificing a summoned hero passes its abilities to another, for builds from a lightning-fast assassin to a magic-wielding archer. - A PvP arena with 4v4, 3v3, 2v2 and 1v1 modes, ladders, fame and rewards, and cross-platform multiplayer. - Loot, levels and rewards throughout, with in-app purchases, and the game localised into 26 languages. C#, DotNet Core, Unity Engine, Unit Testing, SQL, Azure, Azure Logic Applications, AWS, CI/CD, Git, React, Analytics Integration [Heroes Raid on Steam](https://store.steampowered.com/app/1416800/Heroes_Raid/) ### SquareCode / LiveMine Shift management and worker co-ordination. Jan 2019 - Dec 2021. SquareCode Worked primarily on LiveMine. Clients use LiveMine for mine-specific shift management, big data and worker co-ordination. I worked very closely with the LiveMine team spending a few months in their Fremantle office. C#, Xamarin, Angular, React, HTML, CSS, Git, SQL, Analytics Integration, Power BI Integration ### Super Friends Party Six-player online party game. Jan 2018 - Jan 2019. Lionheart Gaming Built and released Super Friends Party, a free-to-play online party game on Steam where up to six players, friends or strangers, battle through minigames to find a champion. It opened in Early Access in June 2019 and had its full release in August 2026. - Minigames spanning dozens of genres, designed with the feel of classic old-school party games. - Online play through solo-queue matchmaking or custom lobbies with friends, on an always-online backend that also holds each player's inventory. - Over 100 playable characters and hundreds of unlocks, with names and appearances that can be changed at any time. - Tickets earned by playing buy hats, taunts, characters and more, alongside in-app purchases. - A live-service model with regular content updates: new minigames, characters, hats and taunts. C#, Unity Engine, Unit Testing, SQL, Azure, AWS, CI/CD, Git [Super Friends Party on Steam](https://store.steampowered.com/app/1075140/Super_Friends_Party/) ### Grand Battle Ten-character action RPG. Jan 2017 - Jan 2018. Lionheart Gaming Built and released Grand Battle, a free-to-play action RPG on Steam. A meteor strike brings monsters to the planet, and a party of heroes fights across themed areas to find out why. Up to four friends can play together on one screen. - Ten playable heroes across nine classes, from Great Axe and Sword Master to Staff Magic, Elemental Golem and Bow & Arrow, each with its own combat style. - A party of four with instant switching between heroes, and AI party members whose behaviour the player can configure. - Local split-screen co-op and PvP for up to four players, with full XInput controller support. - Over 100 quests, monsters that drop crafting materials for upgrading equipment, and gear that grants abilities and changes how each hero fights. - Shipped on Steam with achievements, Remote Play Together and Family Sharing, plus a paid item pack DLC. C#, Unity Engine, Steamworks, Unit Testing, CI/CD, Git [Grand Battle on Steam](https://store.steampowered.com/app/1044920/Grand_Battle/) --- Source: https://aaronlionheart.com/opensource # Open Source Projects I actively build and maintain in public. I ship these under the MIT license because I use them myself daily, and I'd rather fix bugs in the open than maintain a private fork nobody else benefits from. All of them are under active development. ## PDFStudio The PDF toolkit Adobe doesn't want you to have PDFStudio is a cross-platform PDF toolkit built on .NET 10 and Avalonia. It handles merging, splitting, redaction, digital signatures and fillable AcroForm generation through a native desktop app and a scriptable CLI that share the same underlying service layer, so anything you can do by hand you can also automate. There's also an author mode that compiles Markdown straight to a styled PDF, including Mermaid diagrams, via a headless Chromium rendering pipeline. I started building it because Acrobat Pro charges a monthly subscription for operations that the PDF spec (ISO 32000, public since 2008) has documented for well over a decade. PDFStudio gives you the same capability for free: AES-128/256 encryption, PKCS#7 digital signatures with your own self-signed certs, form flattening, metadata editing, watermarking. MIT licensed, no account required. C#, .NET 10, Avalonia UI, AvaloniaEdit, PdfSharp, PuppeteerSharp, Docnet.Core (PDFium), Markdig, YamlDotNet, SkiaSharp, Mermaid.js, xUnit, GitHub Actions MIT licensed. Repository created July 2026 . [View source on GitHub](https://github.com/lionheartaaron/PDFStudio) git clone https://github.com/lionheartaaron/agentic-memory.git cd agentic-memory dotnet build ## Agentic Memory Long-term memory for AI coding agents Every coding assistant I've used forgets everything the moment the session ends, so it re-reads and re-explains the same codebase to itself over and over, which wastes tokens and time. Agentic Memory fixes that by giving agents like Claude, Copilot and Cursor a memory that actually persists: a semantic search layer built on SBERT embeddings via ONNX Runtime, where recall strengthens with use and decays when it doesn't, backed by real compiler analysis instead of guesswork. It uses Roslyn for C# and the TypeScript compiler API for JS/TS, so it resolves actual symbols and dependency graphs rather than pattern-matching on text. It also runs a local Phi-4-mini model, int4-quantized with a 128K context window, entirely on-device for code summaries and chat, so nothing about your codebase has to leave the machine. Everything is exposed through an MCP server, a REST API and a small React dashboard, so it drops into whatever toolchain you're already using. C#, .NET 10, ASP.NET Core, LiteDB, ONNX Runtime, ONNX Runtime GenAI, Phi-4-mini, SBERT (all-MiniLM-L6-v2), Roslyn, TypeScript Compiler API, ClearScript, Model Context Protocol SDK, React 18, Vite, Tailwind CSS, xUnit MIT licensed. Repository created January 2026 . [View source on GitHub](https://github.com/lionheartaaron/agentic-memory) ## Windows Audio Recorder Records whatever your PC is playing, no virtual cables This one grabs system audio straight off the render endpoint using WASAPI loopback capture, an API Windows has shipped since Vista, instead of the usual workarounds: installing a virtual audio cable and rewiring your default playback device, digging through a "Stereo Mix" setting your driver probably doesn't expose, or opening a full DAW to save a two-minute clip. Nothing gets rerouted and your speakers keep working normally while it records. Live peak meters with a clip indicator, WAV output at 16-bit, 24-bit or 32-bit float, MP3 via LAME, global hotkeys, adjustable gain, and it follows the default output device if you switch it mid-recording. I wrote it after getting tired of reconfiguring Windows audio routing just to save a short clip. A couple of details I cared about getting right: WASAPI stops sending packets entirely when the audio engine goes idle, so a naive recorder ends up with a file shorter than the clock, mine pads the gap with real silence instead. It also owns its capture device directly rather than relying on a cached handle that could get torn down mid-recording if something else disposes it. Buffer overruns drop samples instead of crashing the app, and the UI is laid out to survive 125%, 150% and 200% display scaling instead of clipping. Ships as a self-contained MSI or portable zip, no telemetry. C#, .NET 10, WinForms, WASAPI (loopback capture), NAudio, NAudio.Lame, WiX v7, GitHub Actions MIT licensed. Repository created July 2026 . [View source on GitHub](https://github.com/lionheartaaron/windows-audio-recorder) --- Source: https://aaronlionheart.com/values # Values A short summary of my personal beliefs, values and mission. 01 ## Personal liberty and autonomy come first. More than anything I believe that personal liberty and autonomy must be respected and maintained regarding all choices a person makes, as long as an individual is not harming others or the community they should be allowed to engage in any behavior that they choose. 02 ## Technology should repair what we inherited. I believe in the value of technology to heal the world of all the damage our predecessors have caused, as well as using technology to repair our health and improve our longevity and happiness. 03 ## Build things, with teams, that make lives better. My main life goals are to improve the world and people's lives through the use of various technological applications including artificial intelligence, robotics, nanotechnology, virtual entertainment, and applied sciences. Secondly, to create, lead and work in highly talented cooperative teams that make a tangible positive difference in the world and people's lives. --- Source: https://aaronlionheart.com/social # Social Every channel, the live Twitch stream and the latest videos. ## Channels - [GitHub lionheartaaron](https://github.com/lionheartaaron) - [YouTube @aaron.lionheart](https://youtube.com/@aaron.lionheart) - [Twitch aaronlionheart](https://www.twitch.tv/aaronlionheart) - [Instagram @aaron.lionheart](https://www.instagram.com/aaron.lionheart/) - [Rumble aaronlionheart](https://rumble.com/c/aaronlionheart) ## Live on Twitch When I'm streaming, it plays here. When I'm not, the player says so. [Watch aaronlionheart live on Twitch](https://www.twitch.tv/aaronlionheart) ## Latest on YouTube The newest videos on the channel. - [Unity Engine Mapping Apple Blendshapes to Mouth Visemes: Part 2 22 February 2023](https://www.youtube.com/watch?v=6JXbmAWcNnw) - [Unity Engine Magica Cloth: Hair, Clothing, Chains and Body, Part 2 21 February 2023](https://www.youtube.com/watch?v=aZTiVUmvn4g) - [Setting Up New Characters in Unity Engine 19 February 2023](https://www.youtube.com/watch?v=8F4kcTvb7_A) - [JWT Login and Registration in React 12 February 2023](https://www.youtube.com/watch?v=pXXzISljsXI)