
Software developer · React / TypeScript · C# / Unity
Jan-Erik Bähr⌗
I am a software developer with a focus on C# and TypeScript. I work mainly on modern web platforms with React, Node.js, and PostgreSQL, as well as interactive 3D and XR applications in Unity.
I care about software being intuitive and pleasant to use. Technically, I value clean structures, get up to speed quickly in new areas, and turn requirements into code. Several years in small, self-organized teams have shaped how I think about architecture, testing, and practical ways of working.
Featured Projects⌗
matchpicks.de (React / TypeScript)⌗
A full-stack learning project for picking games in minor and amateur sports leagues. I built it end to end, from the initial data model and application architecture to the React client, backend services, sports-data ingestion, and deployment.
Matchpicks is currently used by a small group of friends. It works end to end, and the public demo uses an isolated sandbox so visitors can explore the product without creating an account. I am considering a broader rollout to minor and amateur leagues later; for now, the project is primarily a place to learn, ship, and document technical decisions.
Role: Solo developer
Stack: React, TypeScript, Node.js, PostgreSQL
Focus: Multi-league workflows, data ingestion, standings, admin tooling
Source: Private repository; public demo and technical write-ups





- Part 1: Matchpicks: Sports Picking Platformproject overview and product context
- Part 2: From Service Locator to Composition Rootbackend architecture and dependency injection refactor
- Part 3: Post-Commit Events: An In-Memory Outbox for a Synchronous Event Bustransaction boundaries, async event handlers, and an in-memory outbox
- Part 4: State vs. Network: Resilient Optimistic UI Under Eventual Consistencyoptimistic picks UI, mutation races, and cache invalidation across async standings updates
Video Store Manager (Unity / C#)⌗
Personal Unity project: a small management simulation about running a VHS rental shop. It is a playground for architecture and automated testing rather than a shipped product.
Role: Solo developer
Focus: Testable simulation logic and Unity presentation
Status: Active local project; demo video in progress








- Video Store Manager: A Testable Simulation in Unityproject overview, architecture, and testing
Professional Journey⌗
Technology & Strategy (T&S Engineering GmbH): Enterprise XR & Interface Engineering⌗
11/2022 – 09/2024 Software development for industrial monitoring applications and XR systems (VR/AR) in a consulting environment.
Indie Games & Web Tools (Gentleforge GmbH)⌗
01/2021 – 07/2022 Software development, game design, and prototyping for commercial releases and internal tools.
- Fairyfail (Steam): Core gameplay systems, UI components, and custom editor tooling.
- Editor backend: Designed and built a RESTful Node.js backend for level serialization, content management, and cloud storage.
- Prototyping: Built motion-driven gamification prototypes with the Nuitrack SDK and interactive health-education quiz applications in Angular.
Frontend Development (MYNXG Services GmbH)⌗
01/2019 – 12/2019 Designed and developed a cross-platform IoT codebase using Nx monorepos for Angular web and NativeScript mobile applications.
Background & Interactive Roots⌗
Escape Room Logic (GG Productions GmbH / Portalstation)⌗
2017 – 2020 Technical lead and programmer for the technical infrastructure behind interactive logic puzzles and escape rooms in Düsseldorf.
Education⌗
2012 – 2017 B.Sc. in Media and Communication Computer Science, Rhine-Waal University. Final grade: 1.9.
Game Development Archive⌗
The projects below are a compact archive of game-development and game-jam work. They show how I approach collaboration, scope, design iteration, and interactive systems; the featured projects above are the best overview of my current software-development focus.
Selected prototypes⌗
- Shiba Rush: Unity 2D prototype built with a former Gentleforge collaborator. I handled the programming and technical iteration. Read the post-mortem or watch the prototype clip.
- Deeper Learning: A collectible book game built in three days for Ludum Dare, focused on scope management and complex logic under time pressure. Play or download it.
- Was War Es Einmal: A two-day Manasoup Game Jam project focused on a tight scope and mobile compatibility. Play or download it.
- More game-jam work: Earlier experiments and longer-running projects are collected at mildlyentertaining.games.
