Unity Developer specializing in gameplay programming, systems architecture, and optimization. Experienced with Unity and Unreal 2D/3D development, C#, Blueprint, object-oriented design, ScriptableObjects, custom data systems, AI behaviors, and performance-focused workflows. Strong understanding of object pooling, memory-conscious development, input systems, and scalable code architecture. Developed multiple Unity and Unreal projects featuring custom gameplay systems, UI frameworks, localization support, and AI-driven mechanics.

Sze Hiu Yeung

Unity Developer specializing in gameplay programming, systems architecture, and optimization. Experienced with Unity and Unreal 2D/3D development, C#, Blueprint, object-oriented design, ScriptableObjects, custom data systems, AI behaviors, and performance-focused workflows. Strong understanding of object pooling, memory-conscious development, input systems, and scalable code architecture. Developed multiple Unity and Unreal projects featuring custom gameplay systems, UI frameworks, localization support, and AI-driven mechanics.

Available to hire

Unity Developer specializing in gameplay programming, systems architecture, and optimization. Experienced with Unity and Unreal 2D/3D development, C#, Blueprint, object-oriented design, ScriptableObjects, custom data systems, AI behaviors, and performance-focused workflows. Strong understanding of object pooling, memory-conscious development, input systems, and scalable code architecture. Developed multiple Unity and Unreal projects featuring custom gameplay systems, UI frameworks, localization support, and AI-driven mechanics.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate

Work Experience

Programmer at Bedtime Rebellion
June 1, 2025 - Present
Built a physics-based interaction system enabling grabbing, rotating, dropping, and throwing objects with smooth, stable behavior using Blueprints; implemented a Gameplay Tag–based state system to track held objects and streamline communication across gameplay logic; utilized Physics Handle components with Continuous Collision Detection (CCD) to ensure glitch-free movement and prevent tunneling during fast rotations and throws.
Programmer at The Archives
March 1, 2025 - Present
Designed and implemented a blind enemy AI that navigates the environment solely through player-generated noise, creating sound-driven stealth gameplay; built a crouch stamina system to add tension and prevent infinite stealth; programmed player’s camera to turn toward the enemy upon capture.

Education

Bachelor of Arts in Digital Media Game Design; Minor in Computer Science at University of Central Florida
January 1, 2021 - May 1, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet