Hunter Kingsley
@hunterkingsley
I build scalable gameplay systems and tools for shipped game projects.
What I'm looking for
I've led gameplay engineering for Studio Verdigris projects, including Polaris, which won the first cross-UC game jam among 20 universities. I helped take its sequel, Eltanin, from prototype to a Steam release with 30 additional levels, new mechanics, Steamworks SDK integration, and Steam Cloud synchronization.
For Metapathic at Ex_Sententia, I built modular combat systems that reduced individual player-action implementation from days to 30 minutes. I also refactored GDScript movement state-machine code, reducing severe bugs from more than 15 to four.
At UC Santa Cruz's Game Design and Art Collaboration, I lead gameplay-system design and implementation for a multidisciplinary team of 100+ contributors. Previously, I designed scalable architecture for an 80+ person project and led small developer strike teams through implementation and debugging.
I enjoy building practical tools that help teams move faster, from C# level-creation systems and configurable Godot progression logic to a custom C++ FMOD audio API and GitHub Actions build automation.
Experience
Work history, roles, and key accomplishments
Lead Software Engineer
Game Design and Art Collaboration – UC Santa Cruz
Jun 2025 - Jun 2026 (1 year)
Drove the design and implementation of gameplay systems on a multidisciplinary team of 100+ contributors, delivering key gameplay features within agile sprint goals.
Education
Degrees, certifications, and relevant coursework
University of California, Santa Cruz
Bachelor of Science, Computer Science: Computer Game Design
Grade: 3.85
Pursuing a Bachelor of Science in Computer Science with a focus on Computer Game Design, maintaining a 3.85 GPA.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Website
hunter-kingsley.itch.ioPortfolio
hunter-kingsley.itch.ioJob categories
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