Aaron Hunter

Aaron Hunter

Austin, TX, United States
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Aaron Hunter

Aaron Hunter

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
Portfolio
Experience
  • 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
Availability
Part-time
Preferred Environment
Unity
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.
Employment
  • Lead Developer
    Playtechtonics, Inc.
    2003 - PRESENT
    • 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)
    Armor Games
    2014 - 2015
    • 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
    Aspyr Media
    2006 - 2007
    • 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
    VR-1 Entertainment
    2002 - 2003
    • 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
    Acclaim
    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
    Digital Anvil
    2001 - 2002
    • 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
    Illusion Machines, Inc.
    1996 - 1998
    • 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
Experience
  • Starport: Galactic Empires (Development)
    http://www.starportgame.com

    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)
    http://store.steampowered.com/app/374970/

    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.

Skills
  • Languages
    C++, C#
  • Frameworks
    Unity, Unity3D, PhysX
  • Libraries/APIs
    Sockets
  • Paradigms
    Object-oriented Programming (OOP)
  • Misc
    UDP, Optimization Algorithms, Data Structures
  • Tools
    Adobe Photoshop
  • Platforms
    Windows
  • Storage
    MongoDB
Education
  • Bachelor's (unfinished) degree in Computer Science and History
    University of Texas at Austin - Austin, Texas
    1995 - 1996
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