I’m Michael Hammond, a gameplay-focused Full Stack Game Engineer who builds end-to-end game systems across gameplay, networking, performance, and development tooling. I’ve delivered features from combat and AI to progression systems, collaborating closely with designers and QA to translate player feedback into reliable, production-ready experiences using Unity and Unreal Engine. I specialize in scalable architectures, fast iteration cycles, and technical reliability. I’ve led data-driven pipelines using JSON for live tuning, created editor tools and procedural content pipelines, and optimized performance for VR and mobile. I thrive on cross-functional collaboration and ownership of features from concept to production.

Michael Hammond

I’m Michael Hammond, a gameplay-focused Full Stack Game Engineer who builds end-to-end game systems across gameplay, networking, performance, and development tooling. I’ve delivered features from combat and AI to progression systems, collaborating closely with designers and QA to translate player feedback into reliable, production-ready experiences using Unity and Unreal Engine. I specialize in scalable architectures, fast iteration cycles, and technical reliability. I’ve led data-driven pipelines using JSON for live tuning, created editor tools and procedural content pipelines, and optimized performance for VR and mobile. I thrive on cross-functional collaboration and ownership of features from concept to production.

Available to hire

I’m Michael Hammond, a gameplay-focused Full Stack Game Engineer who builds end-to-end game systems across gameplay, networking, performance, and development tooling. I’ve delivered features from combat and AI to progression systems, collaborating closely with designers and QA to translate player feedback into reliable, production-ready experiences using Unity and Unreal Engine.

I specialize in scalable architectures, fast iteration cycles, and technical reliability. I’ve led data-driven pipelines using JSON for live tuning, created editor tools and procedural content pipelines, and optimized performance for VR and mobile. I thrive on cross-functional collaboration and ownership of features from concept to production.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Full Stack Game Engineer / Technical Lead at King Crow Studios
March 1, 2022 - January 1, 2026
Led development of gameplay, networking, performance, and tooling systems for large-scale interactive projects serving 10,000+ users. Architected and implemented core gameplay systems including combat mechanics, AI behaviors, progression frameworks, and cinematic sequencing. Designed modular, data-driven gameplay pipelines using JSON to support live-tuning and long-term maintainability in production environments. Implemented multiplayer synchronization logic using Photon PUN, including custom RPC systems, shared state management, and late-join handling. Built physics-driven mechanics and real-time VFX systems with real-time simulation and multiplayer synchronization. Created custom Unity editor tools and procedural generation pipelines to accelerate content creation and iteration. Optimized gameplay performance across VR and mobile platforms through spatial partitioning, LOD systems, and optimization. Wrote and maintained validation and test hooks for gameplay systems to ensure stabili
VR Lab Technician at Oregon State University
September 1, 2018 - June 1, 2020
Led VR/AR R&D initiatives and mentored students in gameplay programming, XR design, and interactive systems. Built RPG-style games and interactive simulations using Unity and Unreal Engine. Modeled and implemented 3D environments, character rigs, animations, and interactive gameplay systems. Mentored students in gameplay programming, VR design, and technical development fundamentals.
Game Developer at VEDX Solutions (Remote)
January 1, 2021 - January 1, 2022
Built a VR-based sustainable gardening simulation with progression systems and interactive mechanics. Designed interactive classroom mechanics and progression systems for education-focused gameplay experiences.

Education

Bachelor of Arts in Digital Communication Arts at Oregon State University
January 11, 2030 - June 1, 2020

Qualifications

Professional Certificate in Game Design and Development with Unreal Engine
January 11, 2030 - May 1, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment