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hchia93/README.md

Hyrex Chia

Gameplay / Systems Programmer

Malaysian / Singapore PR · Remote-friendly

C++ Unreal Engine Python

Gameplay programmer with 8 years in AAA production, now working on an indie title while extending into tooling, AI-assisted workflows, and system-level C++.

C++ · Python · SQL · Unreal Engine · Perforce · SVN · Git · Claude · JIRA · Confluence


What I do well

  • Unreal Engine: first picked up UE4 early in my career at Streamline Studios, and now my daily driver on UE5 at TenTen Studios. Specifics under NDA; the public slice lives in the UE tooling repos below.
  • Engine breadth beyond UE: shipped AAA production on Ubisoft Singapore's Anvil, plus earlier outsourced AAA work on Luminous and CryEngine during my Streamline Studios years. Breadth across engine architectures, not just UE fluency.
  • C++ gameplay & systems: runtime, combat, progression, inventory, networked account flows, backend validation
  • Tooling & pipeline glue: removing friction at the seams where code, agents, and humans meet
  • Lead by implementation: most of my hours go to writing code, not meetings. Architecture and constraints are set ahead of time so the rest of the team has room to execute.
  • Shipping discipline from AAA: production-grade code under milestone gates, certification, and cross-team alignment

Currently

Working on an indie title at the pre-vertical-slice stage, in a hybrid role between team lead and solo developer (supported by a junior). Most of my hours go to implementation; group decisions are reserved for the few moments that genuinely need consensus. A large part of the job is setting the invisible constraints the rest of the work is built on.

The tooling I build alongside that work is aimed at reducing friction between me and the AI coding agents I use daily. Milestone gating and production hygiene on the project are adapted from AAA practice, applied pragmatically at a much smaller scale.

Separately, I am actively exploring modern C++ (C++20/23): coroutines, concepts, and clean template wrapper design.


Shipped productions

Title Engine
Skull & Bones Anvil (proprietary)
Final Fantasy XV Luminous (proprietary)
Sniper Ghost Warrior: Contracts CryEngine 3

Systems experience

Systems I have built and maintained across shipped AAA productions and current indie work.

Tech layer Product layer
UI/UX implementation Progression
Replication and RPC testing Inventory
State machines Trackers
Input switching Attack system
Async loading (e.g. account data) Deathloop
Config file design Core gameplay loop
Character / BP hierarchy abstraction

Technical side projects

Each repo exists to solve a specific engineering problem. These are where the public evidence for the claims above lives.

Project Stack Problem it solves
uasset-json-exporter UE5 C++ plugin Exposes .uasset binary content to external tooling by routing a commandlet through UE's serialization path
uasset-name-linter Python Scans a UE project for asset filename convention violations before they accumulate into production debt
cpp-topics Modern C++ Systematic practice ground for algorithms, data structures, and system-level primitives
cmd-spaceship C++, Winsock2 Multiplayer shooter implemented at the socket level, with no engine scaffolding underneath
mock-store-payment-backend Node.js, PostgreSQL Game store backend prototype covering REST API, schema, and transaction flow
escape-from-wizard C#, MonoGame A* pathfinding for enemy AI in a 2D escape game

Contact

Open to technical conversations around C++ systems, gameplay engineering, and tooling. Reach me through GitHub.

Pinned Loading

  1. cpp-topics cpp-topics Public

    Personal exploration of modern C++ (C++20/23): coroutines, concepts, and clean template abstractions.

    C++

  2. cmd-spaceship cmd-spaceship Public

    Retro-inspired command-line multiplayer shooter built with modern C++ and Winsock2.

    C++

  3. fetch-steam-gametime fetch-steam-gametime Public

    Fetch Steam GameTime is a simple tool to extract hours spent on your owned game.

    Python

  4. escape-from-wizard escape-from-wizard Public

    Escape-style game prototype in C#, powered by A pathfinding. Originally XNA-based, now ported to MonoGame with full content pipeline rebuild.

    C#

  5. uasset-json-exporter uasset-json-exporter Public

    UE5 editor plugin that runs a commandlet to export .uasset content as JSON, making Unreal asset data readable by external tooling.

    C++ 1 1

  6. uasset-name-linter uasset-name-linter Public

    Python linter that scans an Unreal project's assets for filename convention violations, catching naming hygiene issues early.

    Python