Proof 01 / Harrison Stephan / 2026

Harrison Stephan

Building calm, reliable software systems from interface to diagnostic evidence.

Position / 00

Software that holds up in production.

Full-stack software engineer building React/.NET systems, internal tools, and debugging workflows that hold up in production.

Software engineer working across React, TypeScript, C#, .NET, Redux Toolkit, RTK Query, SQL-backed systems, production diagnostics, and systems-level C contributions.

Source excerpts change only when a tab is selected. Use the motion control to pause the typing animation.

  1. export class DepGraphDiagnostics {
  2. private collection: vscode.DiagnosticCollection;
  3. update(graph: GraphData): void {
  4. this.collection.clear();
  5. const root = getWorkspaceRoot();
UTF-8hstephan23/dep_graph
Trace plate / reviewed 2026
Novion, the systems observer
Novion / systems observer / origin 00
Systems proof / S01–S07

Trace the whole workflow.

  1. S01ReactInterface layer
  2. S02ReduxClient state
  3. S03RTK QueryAPI data flow
  4. S04C# / .NETBackend services
  5. S05SQLService data
  6. S06DiagnosticsProduction tracing
S07C SystemsParallel lower-level practice
Project register / P01–P033 records / 2 public / 1 private

Engineering decisions, observable outcomes, and reviewable source receipts.

P02 / Systems record
C++ Game Prototype

2D Shooter Looter

C++ extraction-shooter prototype.

Proof note / Frame order stays auditable.
Problem
Combat, loot, room state, and extraction pressure must grow without hiding side effects.
Decision
Keep frame order explicit and architecture deliberately plain until playtesting proves the right abstractions.
Outcome
A playable three-room loop with auditable update, collision, transition, and render phases.

C++ / raylib / CMake / Game Loop / Playtesting

Source receipt / publichstephan23/2D_shooter_looterRepository verified
P03 / Lifecycle record
C Game Systems

Retro Game

Lower-level C systems practice.

Proof note / Explicit state over clever abstraction.
Problem
Timing, input, rendering, multiplayer behavior, and shutdown become fragile when lifecycle boundaries blur.
Decision
Keep state transitions visible rather than abstracting the main game lifecycle too early.
Outcome
Readable control flow across input, timed movement, rendering, state application, and cleanup.

C / CMake / ncurses / Game Loop / Networking

Source receipt / privatePrivate excerpt available on this siteReviewable code proof
Working brief / WB-01

I build software from the user workflow down to the system boundary.

Method note / learn the system before changing it

My path runs through teaching, chemistry, and software engineering. That mix shapes how I work: explain the problem clearly, trace the full workflow, and build interfaces and tools that stay calm under real use.

Now
Software Engineer at In Time Tec building production applications across React, TypeScript, C#, .NET, SQL-backed services, and C contributions.
Focus
Full-stack product engineering, production reliability, observability, debugging discipline, and codebase comprehension.
Direction
Production-ready internal tools and lower-level systems practice with explicit, testable state boundaries.
Contact

Let's build something that holds up.

Open to software engineering opportunities and interesting technical problems.

2026 · Harrison Stephan · Building Calm, Reliable Software Systems