Track record

Fifty years of systems that had to actually work.

Flight simulators, game networks for millions of players, enterprise fleet management, and a mesh fabric written from scratch. Different domains, one constant: real systems, real users, real consequences when the wire failed. Here's the line.

§01Shipped · 1976 → now
now · 2016→Fawcett Innovations LLC
Burien, WA

The FrogNet Living Networkfounder · architect · sole developer

Designed and wrote a complete transport-agnostic mesh fabric — tuple-space coordination, a semantic codec, a wire protocol, an adaptive media stack, a floating database, and capability-scored host election. Running in production across the internet for 18+ months. Free developer license; commercial licensing available. Three issued U.S. patents predating FrogNet — including pop-up networking, its direct architectural precursor.

Demonstrates end-to-end systems design at the hardest layer, solo
2010sMicrosoft
System Center

SCCM UNIX/Linux agentcross-platform configuration management at enterprise scale

Authored the agent that brought UNIX and Linux machines under System Center Configuration Manager, spanning 42 distinct system configurations — the kind of breadth where every assumption about "the platform" is wrong on some box.

Demonstrates 500,000+ production installs · deep cross-platform UNIX/Linux
2000sWizards of the Coast

Magic: The Gathering Online v3.0real-time multiplayer where state is property

Built core systems for a game whose objects have real economic value — so a dropped move or a desynced board isn't a glitch, it's a loss. This is where "design for merge, elect for order" stopped being theory.

Demonstrates state integrity under concurrency and partition
2000sElectronic Arts

EA Network Play Systemmatchmaking and play across a hostile early internet

Wrote networking that let players find and play each other reliably when NAT, packet loss, and flaky links were the norm rather than the exception — the unglamorous plumbing that makes online play feel effortless.

Demonstrates production networking against real-world link conditions
1990sSierra On-Line

Internet Gaming Systemonline multiplayer before the playbook existed

Helped build one of the early systems for playing games together over the internet — part of the lineage that led to the online-play platforms everyone now takes for granted. There was no prior art to copy; you designed the protocol and found out if it held.

Demonstrates protocol design from first principles
1976→Boeing
Harris H-800

Flight simulationassembler and FORTRAN on aerospace hardware

Started a career in software where the standard was already aerospace-grade: real-time flight simulation in Harris H-800 assembler and FORTRAN, where "close enough" isn't a thing and the timing budget is the law. The discipline never left.

Demonstrates real-time, hard-constraint engineering from the ground up

Five platform generations · assembler to modern kernels · games, aerospace, enterprise, and sovereign infrastructure.

The point

That breadth is the point.

Hard problems rarely sit inside one domain. Fifty years across aerospace, gaming, enterprise, and networking is exactly the range it takes to see the real fault instead of the familiar one.

After decades of building distributed systems for games, enterprise management, and communications, the same problems kept appearing under different names. FrogNet is the result of solving those recurring problems once, at the architectural level.