Tommy Tang

Game Programmer

Gameplay · AI · Graphics · Engine Programming

About Me

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.

Experience

  1. DigiPen Institute of Technology

    Teaching Assistant

  2. Rayark Inc.

    Quality Assurance Analyst

  3. So-Cayenne Entertainment

    Unity Software Engineer

Education

DigiPen Institute of Technology

BS in Computer Science in Real-Time Interactive Simulation

  • GPA: 3.7 / 4.0

National Taiwan University

BS in Chemical Engineering

Projects

Project Hat: Wearing Too Many Hats
Unity Game Jam

Project Hat: Wearing Too Many Hats

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.

  • Boss AI implemented with Unity animation events and a finite state machine
  • Hat-collection scaling loop: collect small hats for an upgraded hat that scales your abilities
  • Penalty mechanic: collecting too many of the same type makes the scroll disappear
Raid Party
Unity School Project

Raid Party

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.

  • Boss skill mechanics designed and implemented end-to-end
  • Pathfinding system for AI navigation
  • Online co-op for up to four players
Trinity Force
Unity School Project

Trinity Force

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.

  • Boss behavior driven by an animation-events system
  • Integrated models, animations, VFX, and audio into gameplay
  • Local three-player with motion control on Nintendo Switch
Sumo Spinning Top
Unity School Project

Sumo Spinning Top

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.

  • Four-player PvP with motion control via four Joy-Cons
  • Jump-attack push mechanic and dash-dodge
Hidden World
Unity Tech Demo

Hidden World

Programmer

A 3D tech demo for procedural content generation. Mazes are generated with a backtracking algorithm, producing a fresh world on every run.

  • Procedurally generated 3D mazes using a backtracking algorithm
  • Audio-reactive environment
Split Spirit
Custom Engine School Project

Split Spirit

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.

  • Real-time physics simulation using a simple Euler integrator
  • 2D AABB and circle collision detection / resolution
  • Player controller, keyboard/mouse input, and object throwing
DEAL: Dark Pillar
Custom Engine School Project

DEAL: Dark Pillar

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.

  • Button-tool framework used across UI
  • Achievement, win/lose, main menu, and splash screen systems
  • Art and audio asset pipeline integration
Marine Ecosystem Simulator
Other Tech Demo

Marine Ecosystem Simulator

Programmer

A tech demo of an advanced behavior tree that makes decisions via a utility system, applied to a marine ecosystem.

  • Advanced behavior tree augmented with a utility-based decision system
Game AI Projects
Other Tech Demo

Game AI Projects

Programmer

Two related AI tech demos:

  • Project 1 — A* pathfinding with a smoothed route and rubber-banding.
  • Project 2 — Terrain analysis: occupancy map, influence map, visibility, search, and propagation functions. View Project 2
  • A* pathfinding with path smoothing and rubber-banding
  • Terrain analysis: occupancy map, influence map, visibility, search, and propagation
OpenGL Graphic Engine
OpenGL School Project

OpenGL Graphic Engine

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.

  • Both deferred and forward rendering paths
  • Spot, directional, and point lighting with Phong shading
  • Octree spatial partitioning

Skills

Languages

  • C
  • C++
  • C#
  • GLSL
  • TypeScript

Engines & Graphics

  • Unity
  • Unreal
  • OpenGL
  • Custom Engine
  • ImGUI

Computer Science

  • Data Structures
  • Algorithms
  • Design Patterns
  • 3D Math
  • Game AI

Tools

  • Git
  • Perforce
  • SVN
  • WSL
  • Notion
  • Slack