Hi, I’m Sean Law. I’m a game programmer with a strong background in gameplay programming, UI/UX, and cross‑platform toolchains. Over the years I’ve built and polished features for online co‑op titles and idle/tycoon games, mainly using Unity and Unreal Engine. I enjoy translating designer ideas into solid, testable systems and refining UI flows to keep players engaged. I’m a collaborative teammate who values learning and sharing knowledge. I’m always eager to pick up new tools, contribute to robust pipelines, and help ship high‑quality experiences. I’m passionate about games and excited to contribute to teams that push creative boundaries.

Sean Law

Hi, I’m Sean Law. I’m a game programmer with a strong background in gameplay programming, UI/UX, and cross‑platform toolchains. Over the years I’ve built and polished features for online co‑op titles and idle/tycoon games, mainly using Unity and Unreal Engine. I enjoy translating designer ideas into solid, testable systems and refining UI flows to keep players engaged. I’m a collaborative teammate who values learning and sharing knowledge. I’m always eager to pick up new tools, contribute to robust pipelines, and help ship high‑quality experiences. I’m passionate about games and excited to contribute to teams that push creative boundaries.

Available to hire

Hi, I’m Sean Law. I’m a game programmer with a strong background in gameplay programming, UI/UX, and cross‑platform toolchains. Over the years I’ve built and polished features for online co‑op titles and idle/tycoon games, mainly using Unity and Unreal Engine. I enjoy translating designer ideas into solid, testable systems and refining UI flows to keep players engaged.

I’m a collaborative teammate who values learning and sharing knowledge. I’m always eager to pick up new tools, contribute to robust pipelines, and help ship high‑quality experiences. I’m passionate about games and excited to contribute to teams that push creative boundaries.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Gameplay Programmer at Hunters Inc
October 1, 2024 - Present
Participated in the development of an online co‑op game using Unreal Engine 5. Implemented features under Unreal’s Gameplay Ability System and Online Subsystem. Created UI elements including the main menu, class/miss ion selection, and post‑match summaries, with animations, popups, localization, and controller support. Localized project strings and ensured text stability across languages. Built new consumable items and effects (e.g., rage meter on enemy hits). Developed text messaging via Remote Procedure Calls and fine‑tuned areas of the game such as enemy behavior trees and audio cues integrated with the UI and gameplay.
Gameplay Programmer at Hunters Inc
October 1, 2024 - Present
Participated in the development of an online co-op game using Unreal Engine 5, developing features under Unreal's Gameplay Ability System framework and Online Subsystem. Implemented UI for main menu, class selection, mission selection, and after-match summary, including animations, pop-ups, localization, scroll views, and controller support. Handled localization, hooked strings to localization and ensured text scales across languages. Created new consumable items and effects (e.g., rage meter on enemy hits). Built the in-game text messaging system via Remote Procedure Calls. Fine-tuned enemy behavior trees, added sound effects, and adjusted data for abilities.
Gameplay Programmer at Anxious Otter Games
September 30, 2024 - September 8, 2025
Implemented combat mechanics for turn‑based gameplay, including player movement and enemy AI. Built the inventory UI, item consumption, and persistent data for inventory state. Implemented chest open mechanics with random loot. Provided code review guidance to junior programmers. Contributed across multiple Unity‑based projects, from core gameplay systems to UI that adapts to various aspect ratios and regional item pricing.
Gameplay Programmer at Anxious Otter Games
September 1, 2024 - September 8, 2025
Implemented combat mechanics for turn-based gameplay; created inventory UI with item consumption and persistent data storage, including random loot on chest openings. Implemented inventory UI flow and guided junior programmers via code reviews.
Gameplay Programmer at Rogue Harbour
August 31, 2023 - September 8, 2025
Implemented local and push notifications to allow designers to schedule in‑game event alerts. Built the goal and achievement system. Continuously enhanced visuals and UI, and implemented a state machine to drive entity behavior and animations. Integrated FMOD into the project and created a simple in‑game sound system with resource counting and unloading logic. Developed designer tooling in Unity (including a spreadsheet parser for Excel/CSV) to streamline workflow and data processing.
Gameplay Programmer at Rogue Harbour Games
August 1, 2023 - September 8, 2025
Implemented local and push notifications for in-game events, built the goal and achievement system, and refined UI and visual effects. Worked with a state machine to drive entity behavior and animations. Integrated FMOD for sound, with reference counting and unloading. Created tooling for designers to improve workflow and process data in Unity; implemented a spreadsheet parser (Excel/CSV).
Gameplay Programmer at Idle Space Farmer
September 30, 2021 - September 8, 2025
Implemented a weekly event system with a ranking mechanic (Microsoft Azure PlayFab / AWS), covering UI, gameplay logic, and server‑side integration. Localized multiple languages with fallback fonts. Implemented tutorials and contributed across multiple Unity projects, focusing on core gameplay, UI across aspect ratios, and pricing/in‑region considerations.
Gameplay Programmer at Idle Otter Games
September 1, 2021 - September 8, 2025
Implemented weekly event ranking system (PlayFab/AWS) covering UI, gameplay, and server aspects. Localized multiple languages with fallback fonts; implemented tutorials and supported UI for different aspect ratios and IAP pricing across regions.
Tutor at The University of Sydney
May 1, 2019 - September 8, 2025
Prepared materials and taught weekly tutorial classes. Marked assignments, tests, and exams across various subjects.
Tutor at The University of Sydney (Casual Academic)
May 1, 2019 - September 8, 2025
Prepared materials and taught weekly tutorial classes. Marked assignments, tests and exams.
Software Engineer Intern at Wargaming Sydney
June 30, 2018 - September 8, 2025
Worked on AR features for World of Tanks AR Spectate. Implemented AR content and tested video compression approaches (JPEG compression, bit manipulation) and AR frameworks (ARKit / Vuforia). Developed simple UI and testing controls for prototyping.
Software Engineer Intern at Wargaming Sydney (Riot Games Sydney)
June 1, 2018 - September 8, 2025
Implemented video compression solutions (JPEG compressor/bit manipulation) and tested AR frameworks (ARKit/Vuforia). Created simple UI and testing buttons in early project stages.

Education

Bachelor of Commerce / Bachelor of Information Technology (Honours 2:1) at The University of Sydney
January 1, 2012 - January 1, 2016
Bachelor of Commerce / Bachelor of Information Technology (Honours 2:1) at The University of Sydney
January 1, 2012 - January 1, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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