The day job
Web applications & business systems
Internal web applications, Salesforce administration and development, integrations, and the support work that keeps all of it running once it's live.
- Web applications
- Salesforce & Apex
- Internal tools

Web & software developer · Independent game developer
I'm Patrick Barnhardt, a software developer in Charlotte, North Carolina. The day job is internal web applications, Salesforce, and the integration work that ties them to everything else at a pipe manufacturer. The other one is One Man's Poison, a survival-horror game I've been building in Unreal Engine 5 — code, design, and everything around it.

Currently
Charlotte Pipe and Foundry Company · 13 combined years in IT and software
Full historyBuilds
Astro · Laravel · PHP · JavaScript · MySQL · Salesforce
See the workCredentials
Western Governors University · 12 certifications
The full listAnd after hours
Survival horror · Unreal Engine 5 · C++ and Blueprint
The gameWhat I'm looking forFull-time development roles, primarily. I also take on freelance projects alongside it, and I'm glad to talk to anyone building games, whether or not there's a job attached to it.
Short on time
If you are sizing me up against a particular kind of role, these pull the relevant work out of the archive and say plainly what I can and can't claim for it.
For a Web Developer role
Full-stack application work, front-end builds, and the integration and deployment around them — mostly PHP, Laravel and Astro.
See the workFor a Game Systems Engineer role
Gameplay, engine tooling and the service work around them — C++, Unreal, and shipping tools other people use.
See the workIf you're not sure which role you're looking for, check out the work archive.
One developer, two tracks
The day job
Internal web applications, Salesforce administration and development, integrations, and the support work that keeps all of it running once it's live.
The other one
Gameplay systems in C++ and Blueprint, Unreal Engine tooling, platform and integration work, and whatever technical work, or art I can't hand to somebody better at it than me.
Featured independent game
A solo-developed third-person survival-horror game in Unreal Engine 5, turning a missing-person case into a focused vertical slice built around investigation, scarcity, and systemic threat.
Runtime, editor and input are separate modules. Gameplay rules live in C++; Blueprint carries the tuning layer that I do design work in.
Grid placement, rotation and drag-and-drop, presented as a layered 3D attaché case composited from render targets.
A custom Blueprint compiler node, asset factories, a thumbnail renderer, and two in-house editor plugins built to speed up repetitive work.
A custom anim instance driving locomotion and overlay states, with bespoke notifies for footsteps, camera shake and early blend-out.
A dedicated input module with per-platform controller data across eight device families, plus the work to run the game on Steam Deck.
FMOD audio, CrowdControl, and a reusable Twitch channel-points plugin written for the project and to be released separately.
Everything else










Nothing matches both of those filters yet.
Showing 8 of 68 projects
What I'm building
Project repositories, and experiments. Some of these are finished; most of them are not.
Most-used languages
PHPC++JavaScriptCSSC#HTML
Ranked by repository primary language.
LessMore
The short version
I like knowing how a thing works all the way down. Most of what I do starts the same way: something is broken, or slow, or quietly annoying everyone who has to touch it, and the fix turns out to be somewhere under the surface.
Professionally that means internal web applications, Salesforce administration and development, and integration work, with years of IT and end-user support underneath it. I spent a long stretch being the person who had to explain a system to whoever it had just broken for, which is where most of my opinions about documentation come from.
Away from that I run CrimsonStrife Games and build One Man’s Poison, a survival-horror game in Unreal Engine 5 — gameplay code in C++ and Blueprint, plus design, scoping, and briefing the specialists whose work I either can’t do myself, or need to delegate to focus on other things. It both is, and isn’t a hobby, since I am bad about making my hobbies into work. But both are the same exercise: work out what the system actually has to do, then go from there.
I’m open to conversations — about work, about a project, or about something you’re building.
Salesforce administration and development for a pipe and fitting manufacturer, plus internal web applications and the support that comes with both.
Ran the company website for a Charlotte office-technology dealer while doing IT support for its managed-services customers.
The support-side role I started in at Modern Impressions, before picking up the webmaster work.
Five years of GIS data work and the software support that came with it.
An indie studio I founded and ran for five years, leading the projects and doing the modeling and animation myself.
Night shift packing PVC and ABS parts for shipping.
A year in the college's media department, on the production side.
Cooked pizza and ran the front line, including a register.
Wrote videogame reviews that argued about design rather than handing out scores.
The person on the floor who knew the consoles, the games and the peripherals.
Started the program in 2012 and didn't finish it.
Where the game work formally started — modeling, animation and design, alongside the programming.
Credentials, current and lapsed

Certification Partners
Issued September 2020

Certification Partners
Issued November 2019

PeopleCert
Issued May 2019
ID GR750556524PB

Certification Partners
Issued November 2018
Digital-Tutors
Issued May 2015
ID 4BAE9XH7
Digital-Tutors
Issued May 2015
ID KNCMGQJY
Tony Vinayak, Professional Services Manager
Issued April 2013
From the communities I am in



Got something broken or half-built?