Game developer and CS student at UC Santa Cruz, focused on building gameplay systems and AI for dynamic, real-time experiences. Strong foundation in data structures, machine learning basics, and game production workflows, with a focus on modular design and rapid iteration. Hands-on with Unity (C#) and Godot (GDScript), including multiple pathfinding approaches, a strategy-based modular weapon system, and a unified entity controller that supports seamless runtime input switching. Currently co-developing a Godot bullet-hell roguelike featuring draggable OS windows synchronized as interactive physics objects, plus a custom level design tool to support the mechanic.

Edison Chan

Game developer and CS student at UC Santa Cruz, focused on building gameplay systems and AI for dynamic, real-time experiences. Strong foundation in data structures, machine learning basics, and game production workflows, with a focus on modular design and rapid iteration. Hands-on with Unity (C#) and Godot (GDScript), including multiple pathfinding approaches, a strategy-based modular weapon system, and a unified entity controller that supports seamless runtime input switching. Currently co-developing a Godot bullet-hell roguelike featuring draggable OS windows synchronized as interactive physics objects, plus a custom level design tool to support the mechanic.

Available to hire

Game developer and CS student at UC Santa Cruz, focused on building gameplay systems and AI for dynamic, real-time experiences. Strong foundation in data structures, machine learning basics, and game production workflows, with a focus on modular design and rapid iteration.

Hands-on with Unity (C#) and Godot (GDScript), including multiple pathfinding approaches, a strategy-based modular weapon system, and a unified entity controller that supports seamless runtime input switching. Currently co-developing a Godot bullet-hell roguelike featuring draggable OS windows synchronized as interactive physics objects, plus a custom level design tool to support the mechanic.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent
Japanese
Beginner

Work Experience

Game Production Studio II (CMPM 172) - Team Developer at Game Production Studio II (CMPM 172), UC Santa Cruz
March 1, 2026 - Present
Transitioned from solo development to a cross-disciplinary team of 6 and adapted to collaborative workflows and a new engine (Godot/GDScript) within a few weeks. Negotiated resource allocation with mock industry managers and completed the full Steam storefront submission process to get the project (Coredump) listed as an upcoming release.
Co-developer at Coredump
March 1, 2026 - Present
Co-developed a bullet hell roguelike in Godot built around draggable OS windows as interactive gameplay elements. Identified and resolved an engine limitation where Godot physics and window-manipulation operate independently; engineered a custom bridging system to synchronize them so changes in one system reciprocate in the other. Built a level design tool to compensate for limited in-editor support for OS windows: designers can place any image node as a child of the designated scene node, and the tool translates sizing/position to window form at runtime requiring zero manual configuration.
Game Production Studio (CMPM 171) - Solo Developer at Game Production Studio (CMPM 171), UC Santa Cruz
January 1, 2026 - March 1, 2026
Outperformed most multi-person teams as the only solo developer in a cohort of 40. Finished in the top 25% with a Unity-based 2D top-down shooter. Owned all aspects of production and development: shipped a proof-of-concept to itch.io, conducted playtesting events, and presented to mock industry managers while handling programming, art, and design.
Indie Game Development (Self-taught)
December 1, 2020 - September 1, 2025
Self-taught Unity and C# game development using documentation and online resources. Implemented three pathfinding systems (A*, Flow Field, and context-based steering) to support dynamic obstacle avoidance, hazard-weighted traversal, and real-time map changes. Designed a modular weapon/item system using the Strategy pattern and object inheritance so attack behavior, stats, projectiles, and status effects can be composed from a single controller with no hardcoded logic. Architected a combat AI that consumes all three pathfinding/steering systems simultaneously, adapting behavior based on equipped weapons and environment state. Implemented a unified entity controller enabling seamless runtime switching between player and AI input.

Education

B.S. Computer Science: Game Design at University of California, Santa Cruz
January 1, 2022 - June 1, 2026

Qualifications

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Industry Experience

Gaming, Education, Software & Internet