I am a gameplay programmer currently completing a Master of Interactive Technology with a specialization in gameplay from SMU Guildhall. I thrive on building robust gameplay systems using Unreal Engine 5, Unity, Game Maker, and C++, with a focus on procedural generation, enemy AI, and tooling that supports designers. I've contributed to multiple shipped and team-based projects, including a roguelike platformer and arcade racer. I enjoy collaborating with indie teams that explore systemic gameplay and experimental design, and I aim to continue pushing interactive experiences forward.

Daniel He

I am a gameplay programmer currently completing a Master of Interactive Technology with a specialization in gameplay from SMU Guildhall. I thrive on building robust gameplay systems using Unreal Engine 5, Unity, Game Maker, and C++, with a focus on procedural generation, enemy AI, and tooling that supports designers. I've contributed to multiple shipped and team-based projects, including a roguelike platformer and arcade racer. I enjoy collaborating with indie teams that explore systemic gameplay and experimental design, and I aim to continue pushing interactive experiences forward.

Available to hire

I am a gameplay programmer currently completing a Master of Interactive Technology with a specialization in gameplay from SMU Guildhall. I thrive on building robust gameplay systems using Unreal Engine 5, Unity, Game Maker, and C++, with a focus on procedural generation, enemy AI, and tooling that supports designers.

I’ve contributed to multiple shipped and team-based projects, including a roguelike platformer and arcade racer. I enjoy collaborating with indie teams that explore systemic gameplay and experimental design, and I aim to continue pushing interactive experiences forward.

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Language

English
Fluent
Chinese
Fluent
Japanese
Intermediate

Work Experience

Save System and UI Programmer at SMU Guildhall GameLab
May 1, 2025 - December 1, 2025
Implemented a modular save/load system in Unreal Engine 5 (C++ & Blueprint) supporting checkpoints, shops, and progression tracking. Developed UI systems integrated with gameplay state, improving player feedback and usability. Collaborated with designers and UI team on progression flow and Steam achievements integration. Authored technical documents to support cross-team implementation.
Gameplay Programmer (Pickups System) at SMU Guildhall GameLab
January 1, 2025 - May 1, 2025
Designed and implemented a pickup system framework in UE5 Blueprint, supporting multiple item types and effects. Built status effect system enabling reusable gameplay modifiers across pickups. Developed gameplay logic for all pickups except Tractor Beam, improving gameplay variety. Partnered with level designers to refine environmental hazards and obstacle interactions. Conducted systematic bug testing and iteration cycles to improve stability.
Enemy Designer and Programmer at Bounce Back Games
August 1, 2023 - May 1, 2024
Architected base enemy class system in Game Maker, enabling scalable enemy behavior design. Design and implemented core enemy types and boss attack patterns. Co-developed overall enemy design framework and combat experience.

Education

Master of Interactive Technology, Specialization in Gameplay Programming at SMU Guildhall
January 11, 2030 - May 1, 2026
Bachelor of Computer Science at University of Utah
January 11, 2030 - May 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment