I'm a graduate game developer with a passion for making fun, unique games. My philosophy for anything is 'If you do it, do it different.' I thrive when working with others, and I love being challenged and learning new things.

Andre Hanna

I'm a graduate game developer with a passion for making fun, unique games. My philosophy for anything is 'If you do it, do it different.' I thrive when working with others, and I love being challenged and learning new things.

Available to hire

I’m a graduate game developer with a passion for making fun, unique games.

My philosophy for anything is ‘If you do it, do it different.’ I thrive when working with others, and I love being challenged and learning new things.

See more

Experience Level

Expert
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

QA Intern at Sweaty Chair
December 1, 2024 - May 1, 2025
Learned the QA workflow and its importance. Familiarized myself with Unity and C#.
Sales Associate at Foot Locker
March 1, 2022 - February 28, 2026
Managed teams to keep group work running efficiently.

Education

Bachelor of pre medicine at UOW
February 1, 2022 - December 22, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Whistle

    This was my forge project made for the end of my degree. This was where I pushed myself the hardest I ever have. It was a hybrid 2D/3D platformer where the player had a whistle that would grow plants to interact with the world.

    This project was made in unreal engine and written in C++. with scripting functionality exposed to blueprint. During this project, I focused strongly on making modular, designer friendly game play scripting tools to allow for rapid iteration of gameplay sequences. Some of the highlights are:

    • I developed a modular input buffer system to improve gamefeel. This has been turned into a plugin that I will release
    • Coyote Time on the player’s jumps to improve responsiveness
    • A custom interaction system that hooks into blueprint for easy creation of variants and custom behavior
    • A GPU based player tracking system that creates a map of the player’s whistles and changes the foliage around them, allowing for complete reactivity in all foliage.
    • Custom master material with landscape blending, easy color changes, foliage sway, world displacement, normal blending, Occlusion masking and more.
    • World partition world with optimized streaming volumes
    • Dynamic camera scripting system which allows for custom angles, camera tracking and more.
    • Grindrail System

    This project was made with some 2D animation students but all Programming, technical art, implementation, level design, scripting, iteration and music production was done by me.

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