Independent game developer and software engineer shipped multiple products. iOS, Android, Web Highly experienced in cross platform mobile apps including Flutter Being an indie game dev, I am also experienced in taking a product completely from start to end to public customers at the highest quality by myself

Chan Weng Hou

Independent game developer and software engineer shipped multiple products. iOS, Android, Web Highly experienced in cross platform mobile apps including Flutter Being an indie game dev, I am also experienced in taking a product completely from start to end to public customers at the highest quality by myself

Available to hire

Independent game developer and software engineer shipped multiple products. iOS, Android, Web

Highly experienced in cross platform mobile apps including Flutter

Being an indie game dev, I am also experienced in taking a product completely from start to end to public customers at the highest quality by myself

See more

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Beginner

Language

Work Experience

Founder / Independent Game Developer (Sole Trader) at NightClaw Games
April 1, 2025 - Present
Built Into the Swarm, a 1–4 player survivor game using Unity 6 and Photon Quantum 3 with a deterministic ECS architecture. Delivered a deterministic frame-by-frame replay/debugging workflow to support balancing, investigation, and post-session analysis. Optimized and stabilized performance to support up to 4K/60 FPS targets, while implementing robust build, packaging, and release processes for Windows and macOS. Created custom logging for public distribution fault diagnosis and ran successful private and public crash-reporting/launch processes. Developed back-of-house replay and support infrastructure and maintained ongoing player-facing operations and reliability improvements. Focused on modular architecture and production reliability while handling the full engineering lifecycle.
Lead Software Engineer at Popgun Labs
November 1, 2019 - April 1, 2025
Led software engineering across multiple product and platform initiatives, including multiplay game systems, AI/music platforms, mobile products, internal tooling, and production infrastructure. Worked across Unity (including Unreal Lyra experience), Roblox, and PlayCanvas stacks, with contributions to multiplayer architecture and real-time systems. Strengthened and refactored legacy Roblox codebases while maintaining production momentum; improved runtime performance without blocking delivery. Built custom tooling for analytics visibility, implemented custom/extendable Roblox code infrastructure, and created data/automation to reduce manual operational friction. Delivered production-facing APIs, deployment workflows, and cross-platform services. Also contributed to LLM-based features and translation of business processes into deterministic/maintainable system logic.
Software Developer at Oseye (OSEVR?)
January 1, 2017 - January 1, 2019
Built iOS applications for accessibility-focused hardware and products. Developed an iOS app for blind users and a companion iOS app for a digital media/messaging product. Worked across requirements, mobile integration, and reliability-focused implementation.
Software Developer at Oseye
January 1, 2017 - January 1, 2019
Built iOS applications for accessibility-focused use cases, including an iOS app for blind users. Developed companion mobile applications for digital media products, working across requirements gathering, implementation, and reliable/accessible UX outcomes.
Medical Form Validator / Prototyper (proof-of-concept engineering) at Medical Form Engineering (independent work)
January 1, 2017 - January 1, 2019
Worked on a proof-of-concept medical workflow tool where existing validation logic was tightly coupled to UI and slow to iterate. Redesigned the evaluator to centralise and maintain validation rules, reducing fragility and improving system performance by making parts deterministic, testable, and faster. Contributed to architecture and implementation of form evaluation logic and ensured suitability for a sensitive medical workflow context.
iOS Developer Intern at Red Eye Apps
January 1, 2016 - January 1, 2016
Contributed to an iOS entry product by supporting implementation and engineering tasks while studying at university. Participated in development workflows and contributed to shipping features for a product-focused iOS app.

Education

Bachelor of Information Technology — Honours at University of Queensland
January 1, 2016 - January 1, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Healthcare, Media & Entertainment, Computers & Electronics, Professional Services