Aaron Hunter, UDP Developer in Austin, TX, United States
Aaron Hunter

UDP Developer in Austin, TX, United States

Member since November 2, 2015
Aaron has been programming computer games for over fifteen years. In that time, he has worked for many different companies, including Microsoft, Electronic Arts, and Aspyr. Specific projects Aaron has worked on include "The Sims 2 Life Stories" and the MMO "Starport: Galactic Empires." In 2014, he created the golf simulation "Golf Masters" for Android and iOS using Unity.
Aaron is now available for hire



  • C++ 17 years
  • Object-oriented Programming (OOP) 15 years
  • UDP 10 years
  • Sockets 10 years
  • Unity3D 5 years
  • Unity 5 years
  • PhysX 1 year


Austin, TX, United States



Preferred Environment


The most amazing...

...thing I've coded was a grass fins system to simulate thousands of blades of grass swaying in the wind and bending under rolling golf balls.


  • Lead Developer

    2003 - PRESENT
    Playtechtonics, Inc.
    • Wrote and maintained the MMO game Starport: Galactic Empires featuring real-time action combat over the internet and empire-building.
    • Developed a payment processing system for online transactions.
    • Coded a server back-end for managing user security and game fairness.
    • Hired artists and imported large amounts of graphics into the application.
    • Created a networked game engine using TCP/IP and UDP Sockets on a Linux back-end.
    Technologies: C++, DirectX, Sockets, Linux
  • Contract Programmer (Unity)

    2014 - 2015
    Armor Games
    • Created the Unity API for their other game developers to use, which allowed Unity apps to communicate with the Armor Games RESTful web servers.
    • Implemented Web REST and Unity Web communications.
    • Worked in Unity 5.0 and Unity 5.0 GUI System.
    • Contributed JavaScript to Unity communication.
    Technologies: Unity
  • Senior Software Engineer

    2006 - 2007
    Aspyr Media
    • Optimized a large game engine made by EA.
    • Participated in the hiring process of junior developers.
    • Created a storefront application for purchasing downloadable game content from the internet.
    • Built a new version of The Sims for EA called The Sims Life Stories.
    • Worked with designers to make use of game development tools, such as GUI editors and story scripting flow chart editors.
    Technologies: C++, Direct3D
  • Priogrammer

    2002 - 2003
    VR-1 Entertainment
    • Worked on an action platform jumper for Xbox.
    • Wrote a camera controlling code for moving and orientating a 3D camera.
    • Contributed to the physics simulation in a game world to move objects in the wind and as a result of pressure from other colliding objects.
    • Worked on a COM-interface style game engine for a tycoon style PC game.
    • Developed new game concepts with the rest of the team.
    Technologies: C++, Direct3D, Xbox
  • Game Programmer

    2001 - 2002
    • Worked on the camera object translation and orientation for a 3D mountain biking game.
    • Developed the boss enemy artificial intelligence for a platform jumping game for Xbox consoles.
    • Contributed to a 3D world generation tool for baking game world data in a pre-process.
    • Built a 3D orientation code to control objects in a 3D world.
    • Worked on visual effects including particle effects, translucency, lightning, and weather effects.
    Technologies: C++, Direct3D, Xbox
  • Programmer

    2001 - 2002
    Digital Anvil
    • Developed a graphical user interface code for an XBox game called Brute Force.
    • Worked on a strategic artificial intelligence code to run the computer-controlled sides of a real-time strategy game called Conquest.
    • Developed the unit level artificial intelligence for a real-time strategy game.
    • Wrote an expert system to solve strategy problems in games.
    • Produced proposals for internet-based MMO games.
    Technologies: C++, DirectX
  • Programmer

    1996 - 1998
    Illusion Machines, Inc.
    • Developed image compression algorithms for a sprite drawing system.
    • Coded the unit level artificial intelligence for controlling soldiers in a real-time strategy game.
    • Wrote strategic artificial intelligence to handle enemy units in a real-time strategy game.
    • Worked on creating a 3D game engine.
    • Contributed to the GUI code for a Windows game.
    Technologies: C++, DirectX


  • Starport: Galactic Empires (Development)

    Starport is a massively multiplayer online game for Windows that features real-time combat between spaceships, persistent-world empire building, and role-playing. It has been out for over ten years and is still enjoyed by a core player base today.

  • Golf Masters (Development)

    Golf Masters is a finished game written in Unity. It is a golf simulation with a real physics simulation that models actual fluid-dynamics in correct units. It has a fully-featured user interface and game flow.

    Programmatically-generated meshes were used for special effects and other objects.

  • The Sims (Development)

    This edition of The Sims was intended to support slower machines of the time (2006), particularly laptop computers which only had 256 megs of RAM. This required a lot of optimization of the gigantic Sims 2 game engine.


  • Languages

    C++, C#
  • Frameworks

    Unity, Unity3D, PhysX
  • Libraries/APIs

  • Paradigms

    Object-oriented Programming (OOP)
  • Other

    UDP, Data Structures, Optimization Algorithms
  • Tools

    Adobe Photoshop
  • Platforms

  • Storage



  • Bachelor's (unfinished) degree in Computer Science and History
    1995 - 1996
    University of Texas at Austin - Austin, Texas

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