DigiPen Institute of Technology
BS in Computer Science in Real-Time Interactive Simulation
- GPA: 3.7 / 4.0
Gameplay · AI · Graphics · Engine Programming
I'm Tommy Tang — a game programmer with a focus on gameplay, AI, graphics, and engine programming. My comfort zone is C/C++, Unity, Unreal, and working close to the metal with OpenGL and custom engines.
I enjoy the parts of game development where systems, math, and performance meet: behavior trees, pathfinding, physics resolution, shader work, and the tools that make the rest of the team faster.
I'm a self-motivated engineer who takes pride in producing careful, maintainable work, and I collaborate well with artists and designers to turn ideas into shipped features.
Teaching Assistant
Quality Assurance Analyst
Unity Software Engineer
BS in Computer Science in Real-Time Interactive Simulation
BS in Chemical Engineering
AI Programmer · Gameplay Programmer
A 20-hour entry for GMTK Jam 2024: Built to Scale. You collect small hats to upgrade into a larger hat that scales up your abilities — but collect too many of a single type and the scroll vanishes.
AI Programmer · Gameplay Programmer
A co-op raid game where up to four players dodge and attack in coordination to defeat the boss. I was responsible for boss skill mechanics and the pathfinding system.
AI Programmer · Gameplay Programmer
A Gauntlet-like action game supporting three local players with motion control on Nintendo Switch. I implemented boss behavior with an animation-events system and integrated all art, animation, VFX and audio into gameplay.
Game Programmer
A four-player PvP brawler with motion control via four Joy-Cons. Push opponents out of the stage with a jump attack, or dash to dodge incoming attacks.
Programmer
A 3D tech demo for procedural content generation. Mazes are generated with a backtracking algorithm, producing a fresh world on every run.
Physics Programmer · Gameplay Programmer
A 2D paper-lightbox-themed puzzle platformer built on a custom engine. I handled physics simulation (Euler integration, AABB / circle collision detection and resolution) and the player controller — input, movement, and object throwing for the core gameplay loop.
Systems Programmer · Tools Programmer
A 2D deck-building strategy game inspired by Slay the Spire and classic SLGs. I built the button-tool framework, achievement, win/lose and main-menu systems, splash screen, and integrated art and audio assets.
Programmer
A tech demo of an advanced behavior tree that makes decisions via a utility system, applied to a marine ecosystem.
Programmer
Two related AI tech demos:
Programmer
A 3D graphics engine built on OpenGL. Supports both deferred and forward rendering, advanced lighting (spot, directional, point with Phong shading), and uses an octree for spatial partitioning.