Senior Gameplay Programmer with 20+ years of professional experience developing, optimizing, and shipping console and PC titles across major platforms including PlayStation, Xbox, Nintendo, and Steam. Highly skilled in gameplay systems, AI, networking, UI, animation, rendering, prototyping, and performance optimization. Proven ability to collaborate with designers, artists, animators, QA, producers, and technical leads.

Chuck Chow H

Senior Gameplay Programmer with 20+ years of professional experience developing, optimizing, and shipping console and PC titles across major platforms including PlayStation, Xbox, Nintendo, and Steam. Highly skilled in gameplay systems, AI, networking, UI, animation, rendering, prototyping, and performance optimization. Proven ability to collaborate with designers, artists, animators, QA, producers, and technical leads.

Available to hire

Senior Gameplay Programmer with 20+ years of professional experience developing, optimizing, and shipping console and PC titles across major platforms including PlayStation, Xbox, Nintendo, and Steam. Highly skilled in gameplay systems, AI, networking, UI, animation, rendering, prototyping, and performance optimization. Proven ability to collaborate with designers, artists, animators, QA, producers, and technical leads.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner
Beginner
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Language

English
Fluent

Work Experience

Senior Software Developer at Code Mystics
August 1, 2015 - Present
Unreal projects including Samurai Shodown on PS4/PS5/Xbox/Steam: implemented network rollback, migrated to flexible syncing, fixed de-synchronizations, and assisted roll-forward performance tuning. Developed a Photoshop-to-Unreal Editor workflow and a data-processing framework using Blueprint scripts to speed up artist export pipelines. Contributed to porting and platform adaptation (e.g., GameMaker Studio-to-PS4/PS5/PC), PS4 SKU additions, UI and input handling improvements, and general engine-level optimizations.
Senior Programmer at Fathom Interactive
July 1, 2015 - October 6, 2025
Undisclosed Unity projects: refactored engine for new titles, cleaned up framework, and streamlined screenflow. Implemented Racer AI, power-ups, and frontend/HUD screens; optimized performance for Android on lower-end devices; contributed to live events support and implemented a tutorial system for screens and missions; mentored junior programmers and performed code reviews.
Cinematic Engineer at Blue Castle Games / Capcom Vancouver
October 31, 2013 - October 6, 2025
Dead Rising 3 Cinematic Pipeline: implemented a new cinematic pipeline, unified mission and cinematic scripts, added in-game hooks for scripts, cinematic animation support, and cinematic VFX. Supported Dead Rising 2 Case West with Frank West animations and mission support; Dead Rising 2 mission logic, NPC reactions, animations, and behaviors. Bigs 2 (PSP/PS2): lead programmer; UI/frontend work; mastered PS2/PSP submission; enabled digital distribution via Sony online store. UI programming to add frontend screens and improve user experience.
Lead Programmer at Backbone Entertainment, Vancouver
June 30, 2009 - October 6, 2025
Refactored engine to be shared between two projects; generalized code and workflows for reuse. Led Sonic Rival 2 (PSP) and Sonic Rivals (PSP): implemented gameplay mechanics, networking, memory card save/load, wireless game-share, and mentored junior engineers. Collaborated with lead designers/artists to refine game design and schedules; tuned networking bugs and performance.
Programmer at Radical Games
December 31, 2003 - October 6, 2025
Simpsons Hit N Run (XBOX, PS2, GC): implemented mission flow and scripting; maintained and improved art pipeline; developed tools such as Maya GUI world-builder plug-in and mapfile parser; organized nightly builds and master builds; supported artists and designers with bug fixes and optimizations. Simpsons Road Rage (XBOX, PS2, GC): bug tracking and maintenance, scripting support, and tool development.

Education

Bachelor of Science at University of Lethbridge, AB
September 5, 1994 - May 1, 1998

Qualifications

Generalist programmer: Gameplay, UI, Networking, Animations, Rendering
January 11, 2030 - October 6, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Computers & Electronics