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# Tommy Brooks II

**Headline:** Founder-CEO @ Enchantus AI | GenAI SWE
**Profession:** Founder-CEO
**Location:** Miami, Florida, United States

## About

Tommy Brooks II is the Founder-CEO of Enchantus AI, where he builds generative-AI solutions intended to advance immersive, individualized video game experiences and help B2B clients navigate complex data through simple, unified, humanistic interfaces. Tommy is a generative-AI software engineer and hands-on product leader with experience building AI-powered platforms that improve speed, insight, and profit. His strengths include AI/ML platform development, real-time data processing, engineering leadership, game development, backend systems, and translating complex technical work into product outcomes. At Enchantus AI, he built Session Buddy, an AI platform that supports clinicians’ patient evaluation through facial analysis, speech analysis, and real-time feedback his broader AI work includes facial action-unit extraction, sentiment analysis, and clinical applications. Tommy has managed product engineering teams of five to six people, growing to a peak of 10, and brings approximately 10 years of remote-work experience across international teams and time zones. His background includes leadership and engineering roles at King, Rovio Entertainment, Oddball, Windy Games, Legion Tech, High Impact Games, and Fox Cub Games, including a reported 12x speedup achieved by diagnosing and resolving a bottleneck.

## Highlights

- Founded Enchantus AI to advance immersive, individualized video game experiences through generative AI and serve B2B AI/ML needs.
- Built Session Buddy at Enchantus AI, an AI platform for clinicians that combines facial analysis, speech analysis, and real-time feedback for patient evaluation.
- Built complex AI-driven platforms involving facial action-unit extraction, sentiment analysis, real-time data processing, and clinical applications.
- Diagnosed a bottleneck and delivered a 12x speedup.
- Managed product engineering teams ranging from five to six stable members to a peak of 10 people.
- Brings approximately 10 years of remote-work experience across international teams and time zones.
- Ran AI-upskilling workshops for more than 500 Oddball staff, with average tooling adoption of 65%.
- Closed business at Oddball by leading RAG-chatbot bids and hired ML software engineers.
- Delivered Oddball’s CMS MINT MVP in less than six months using React, Go, OpenSearch, AWS, and webhooks.
- As a King Line Manager, supported developers’ sustainable work practices, career planning, performance, crisis situations, and professional growth.
- Mentored a new intern developer through feature-team development during the COVID-19 period at King.
- On Candy Crush Soda Saga, spearheaded a rewarded-video-ad campaign that significantly exceeded King’s annual operating plan with minimal impact on daily active users.
- Led the initial implementation of a new node-graph system and platform-operable systems for Candy Crush Soda Saga.
- Delivered monthly live-operable Seasons events for Candy Crush Soda Saga and established a stable cross-team workflow as sole developer.
- Created Candy Crush Soda Saga tooling for content-group duplication and rebinding while modularizing technical investments and custom components.
- On Angry Birds 2, built a thread-safe physics system that excluded bosses and other elements from the slingshot zone.
- Added an ad-supported retry feature to Angry Birds 2’s Daily Challenge mode.
- Improved Angry Birds 2 test coverage and maintainability by refactoring legacy code into testable modules using adapters.
- Built a threaded, noise-based voxel cave-generation engine in Unity at Windy Games, LLC.
- Designed and built a node-based custom noise-generation tool at Windy Games, LLC.
- Wrote Unity environment and creature shaders, including triplanar projection and depth blending, at Windy Games, LLC.
- Maintained and expanded a SQL database and refactored queries to stored procedures at Legion Tech.
- Ported and rebuilt a client from Havok Vision Engine to Unity 5 at Legion Tech.
- Designed a templated network-marshalling system and versioned shared packet schemas between server and client at Legion Tech.
- Built a distributed AI server network with a Mono parser for scriptable C# server AI, enabling shared client-server AI logic and hundreds of reactive units per player.
- Conducted Legion Tech visual R&D in physically based rendering, global illumination, and tessellation.
- Managed cross-platform build pipelines and integrated Bink Video at High Impact Games.
- Shipped one of the first titles on the Nintendo 3DS at High Impact Games.
- At Fox Cub Games, developed UI, enabled downloadable asset bundles, and built Unity tooling to automatically upload bundles to Amazon S3 during builds.
- Earned a Bachelor of Science in Game Design & Development from Full Sail University.

## Experience

- **Founder-CEO at Enchantus AI** (2023-07-01–present) — I founded Enchantus AI with the mission of advancing the video game industry to enable truly immersive, individualized video game experiences through GenAI. We serve a variety of B2B AI/ML needs, primarily focused on helping clients navigate complex data in a simple, unified, humanistic way.
- **Senior Software Engineer at Oddball** (2022-02-01–2025-06-01) — Ran AI-upskilling workshops for 500+ staff with average 65% tooling adoption rates Closed business by leading RAG-chatbot bids hired ML SWEs Delivered CMS MINT MVP in less than 6mo \(React, Go, OpenSearch, AWS, webhooks\)
- **Game Developer at Rovio Entertainment** (2021-08-01–2022-02-01) — Feature team developer in Angry Birds 2 Worked closely with game designers to implement various improvements ▪ Player Experience Optimization Devised and implemented a threadsafe physics system to exclude bosses and other elements from the slingshot zone, enhancing the overall quality of gameplay. ▪ Gameplay Features Expanded gameplay options by incorporating an ad-supported 'retry' function in the Daily Challenge game mode ▪ Code Improvements Bolstered our test coverage and enhanced maintainability by refactoring legacy code into more testable and manageable modules using adapters.
- **Line Manager at King** (2020-11-01–2021-08-01) — Helped developers to flourish and reach their potential. ▪ Sustainability Helped individuals cultivate necessary skills and habits to detect and avoid burnout. My efforts promoted a culture of sustainable work practices, contributing to employee wellbeing. ▪ Performance Engaged with developers to discover their unique strengths, worked together to formulate comprehensive career plans, fostering a culture of growth and personal development. ▪ Crisis Support Proactively engaged in challenging situations, ensuring a positive outcome wherever possible. ▪ Training Mentored a new intern developer, guiding them through the process of feature team development during a particularly tumultuous period \(Covid-19\).
- **Senior Developer at King** (2018-08-01–2021-08-01) — Feature team developer in Candy Crush Soda Saga Worked across several teams and fields delivering value to players. ▪ Rewarded Video Ads Spearheaded a campaign that significantly exceeded our annual operating plan, setting a benchmark across King, with minimal impact on Daily Active Users \(DAU\). Ensured regular integration of shared tech updates to accommodate the latest ad technology. ▪ Social Led the initial implementation of the new node graph system in the Soda project, as well as platform operable systems. ▪ Seasons Participated in dynamic monthly teams delivering unique monthly live-operable events. Took charge as the sole developer, establishing a stable cross-team workflow. Innovated custom tooling for content group duplication and rebinding concurrent with feature development. Devised tech investments into manageable portions and isolated modular custom components.
- **Lead Engineer at Windy Games, LLC** (2016-01-01–2018-07-01) — ▪ Built a threaded, noise-based voxel cave generation engine in Unity ▪ Designed and built a node-based noise generation tool for custom noise generation ▪ Wrote environment and creature shaders, including triplanar projection and depth blending ▪ Built in Unity
- **UI Engineer at Fox Cub Games** (2015-07-01–2015-10-01) — ▪ UI Design & Development ▪ Refactored the scenes to support downloadable asset bundles ▪ Wrote tooling to automatically upload bundles to s3 when building ▪ Built in Unity
- **Client / Backend Engineer at Legion Tech** (2014-08-01–2015-09-01) — ▪ Maintained and expanded a SQL database ▪ Refactored queries to stored procedures ▪ Visual R&D – PBR, Global Illumination, Tesselation ▪ Ported and Rebuilt Client from Havok Vision Engine to Unity 5 ▪ Designed and wrote templated network marshalling system, and used it to build versioned shared packet structure schemas between server and client. ▪ Built a distributed AI server network and integrated a Mono parser for scriptable C# server AI. This allowed for shared AI logic between client and server, and was performant enough to be run on hundreds of units per player as reactive agents.
- **UI Engineer at High Impact Games** (2010-11-01–2011-07-01) — ▪ Cross-platform build pipeline management ▪ Bink Video integration ▪ Shipped one of the first titles on the 3DS

## Education

- Bachelor of Science \(B.Sc.\), Game Design & Development — Full Sail University
- Bachelor of Science \(B.Sc.\), Game Design & Development — Full Sail University

## FAQ

### What does Tommy do?

Tommy Brooks II is the Founder-CEO of Enchantus AI and a generative-AI software engineer. He builds AI-powered platforms focused on speed, insight, profit, and human-centered ways to navigate complex data.

### What is Tommy building at Enchantus AI?

At Enchantus AI, Tommy founded a company with a mission to advance the video game industry toward truly immersive, individualized experiences through generative AI. Enchantus AI serves B2B AI/ML needs, primarily helping clients work with complex data in a simple, unified, humanistic way.

### What is Session Buddy, Tommy’s recent project?

Tommy’s most-proud recent project is Session Buddy at Enchantus AI. It is an AI platform for clinicians to evaluate patients using facial analysis, speech analysis, and real-time feedback.

### What AI and machine-learning work has Tommy done?

Tommy has built complex AI-driven platforms involving facial action-unit extraction, sentiment analysis, real-time data processing, and clinical applications. He has also run AI-upskilling workshops, led retrieval-augmented-generation chatbot bids, hired ML software engineers, and built AI systems for client and server use.

### What is Tommy’s engineering-management experience and philosophy?

Tommy has managed engineering teams building products, with stable teams of five to six people and a peak team size of 10. He believes in product discipline and in having artists and designers managed by leaders who are proficient in those career paths rather than by engineers.

### What remote-work experience does Tommy have?

Tommy has approximately 10 years of remote-work experience, including work with international teams across different time zones.

### What did Tommy accomplish at Oddball?

As a Senior Software Engineer at Oddball, Tommy ran AI-upskilling workshops for more than 500 staff and achieved average tooling adoption rates of 65%. He closed business by leading RAG-chatbot bids, hired ML software engineers, and delivered the CMS MINT MVP in less than six months using React, Go, OpenSearch, AWS, and webhooks.

### What did Tommy do as a Line Manager at King?

At King, Tommy served as a Line Manager supporting developers’ growth, wellbeing, and performance. He helped individuals develop skills and habits to recognize and avoid burnout, worked with developers on strengths and career plans, proactively supported challenging situations, and mentored an intern developer through feature-team development during the COVID-19 period.

### What did Tommy accomplish on Candy Crush Soda Saga at King?

As a Senior Developer on Candy Crush Soda Saga at King, Tommy worked across teams and fields to deliver player value. He spearheaded a rewarded-video-ad campaign that significantly exceeded the annual operating plan with minimal impact on daily active users, led the initial implementation of a new node-graph system and platform-operable systems, and contributed to monthly live-operable Seasons events. As the sole developer on a workflow, he established a stable cross-team process, created tooling for content-group duplication and rebinding, and modularized technical investments and custom components.

### What did Tommy accomplish at Rovio Entertainment?

At Rovio Entertainment, Tommy was a feature-team developer on Angry Birds 2. He worked with game designers to improve the game, built a thread-safe physics system that excluded bosses and other elements from the slingshot zone, added an ad-supported retry function to the Daily Challenge mode, and improved test coverage and maintainability by refactoring legacy code into more testable modules with adapters.

### What did Tommy build at Windy Games, LLC?

As Lead Engineer at Windy Games, LLC, Tommy built a threaded, noise-based voxel cave-generation engine in Unity and designed a node-based tool for custom noise generation. He also wrote environment and creature shaders, including triplanar projection and depth blending.

### What did Tommy accomplish at Legion Tech?

At Legion Tech, Tommy maintained and expanded a SQL database and refactored queries into stored procedures. He conducted visual R&D in physically based rendering, global illumination, and tessellation ported and rebuilt a client from Havok Vision Engine to Unity 5 designed a templated network-marshalling system with versioned shared packet schemas and built a distributed AI server network with a Mono parser for scriptable C# server AI. That system enabled shared client-server AI logic and supported hundreds of reactive units per player.

### What did Tommy do at High Impact Games?

At High Impact Games, Tommy managed cross-platform build pipelines, integrated Bink Video, and shipped one of the first titles on the Nintendo 3DS.

### What did Tommy do at Fox Cub Games?

At Fox Cub Games, Tommy handled UI design and development, refactored scenes to support downloadable asset bundles, and wrote tooling that automatically uploaded bundles to Amazon S3 during builds. The work was built in Unity.

### Where did Tommy study?

Tommy holds a Bachelor of Science in Game Design & Development from Full Sail University.

### What performance-improvement and hands-on leadership results has Tommy delivered?

Tommy has identified bottlenecks and delivered a 12x speedup. He also stays close to implementation work while leading teams and products.

## Links

- LinkedIn: https://www.linkedin.com/in/tommybrooks

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