Hi, I'm Flynn Coulter, a game programmer and developer based in Christchurch, New Zealand. I specialize in building efficient gameplay systems, tooling, and engine-level tooling for Unreal Engine, with a focus on performance and developer experience. Over the years I've led technical design and DevOps efforts on multiple projects, implemented custom editor tools, shader work, and debugging pipelines, and I love turning design ideas into robust, shipped features.

Flynn Coulter

Hi, I'm Flynn Coulter, a game programmer and developer based in Christchurch, New Zealand. I specialize in building efficient gameplay systems, tooling, and engine-level tooling for Unreal Engine, with a focus on performance and developer experience. Over the years I've led technical design and DevOps efforts on multiple projects, implemented custom editor tools, shader work, and debugging pipelines, and I love turning design ideas into robust, shipped features.

Available to hire

Hi, I’m Flynn Coulter, a game programmer and developer based in Christchurch, New Zealand. I specialize in building efficient gameplay systems, tooling, and engine-level tooling for Unreal Engine, with a focus on performance and developer experience.

Over the years I’ve led technical design and DevOps efforts on multiple projects, implemented custom editor tools, shader work, and debugging pipelines, and I love turning design ideas into robust, shipped features.

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Experience Level

Expert
Intermediate
Beginner

Language

English
Fluent

Work Experience

Principal Engineer at Cresthelm Studios AB
January 1, 2020 - December 31, 2023
Sole programmer overseeing all technical aspects, including systems architecture, gameplay, and DevOps. Implemented and designed editor tools to aid artists; managed internal QA and release builds; wrote a custom C# application for handling builds; optimized existing game systems, materials and particle effects; rewrote the entire project in 7 months; designed and implemented a custom state machine for enemy AI; supported post-release builds (patches); improved and extended Paper 2D plugin; managed Unreal Engine source code changes and upgrades.
Game Play Programmer & Developer at Digital Confectioners
January 1, 2022 - December 31, 2022
Fixed bugs for a client’s live-service multiplayer game; converted existing game objects for use with a new interlinking project; implemented gameplay systems from design documents for prototyping using Unreal Engine 5.
Principal Engineer & DevOps at Magn etite Games LLC
January 1, 2024 - December 31, 2025
Sole programmer overseeing all technical aspects, including systems architecture, gameplay, and DevOps; designed and implemented editor tools for Designers and Artists; managed internal and play test builds; optimized existing game systems, materials and particle effects; extended Paper 2D plugin to meet requirements; designed and implemented a Utility AI system for the enemy CPU character; managed Unreal Engine source changes and upgrades.
Principal Engineer & DevOps at Witchkult
January 1, 2024 - December 31, 2025
Sole programmer overseeing all technical aspects, including systems architecture, gameplay, and DevOps; implemented and designed editor tools for new gameplay technology; custom HLSL shaders for specific visual style; managed Unreal Engine source upgrades; created a custom gameplay event system giving designers complete control over objects in the world with minimal blueprint setup; extended Unreal Game Sync (UGS) to improve artist workflow by adding profiles managed by engineers.
Principal Engineer & DevOps at Magnetite Games LLC
January 1, 2024 - January 1, 2025
Sole programmer overseeing all technical aspects, including systems architecture, gameplay, and DevOps; designed and implemented editor tools for Designers and Artists; managed internal QA and release builds; optimized existing game systems, materials, and particle effects; extended Paper 2D plugin with Unreal Engine 5 to meet technical and design requirements; designed and implemented a custom Utility AI system for the enemy CPU character; managed Unreal Engine source code changes and upgrades.
Gameplay Programmer at Digital Confectioners
January 1, 2022 - January 1, 2022
Fixed bugs for a client’s live service multiplayer game; converted existing game objects for use with a new interlinking project; implemented gameplay systems from design documents for prototyping using Unreal Engine 5.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment