Game Programmer & Game Designer

DOUGLAS
WONG

Unity (C#) · Unreal Engine (C++) · Roblox (Lua)

Self-driven game developer who enjoys challenging the bounds of the norm while adhering to tradition. Proficient in Object Oriented Programming with Agile Development, Unity 3D, and Unreal Engine. If there's a challenging and interesting problem to tackle, I'm the first one onboard.

8+
Years in the games industry
5
Studios & companies
10+
Shipped titles
Scroll to explore

Who I Am

ABOUT ME

I'm a self-driven game developer who enjoys challenging the bounds of the norm while adhering to tradition. My passion sits at the intersection of game design and game programming. Understanding both disciplines allows me build systems that are technically sound and genuinely fun.

"If there's a challenging and interesting problem to tackle, I'm the first one onboard."

From live mobile titles to blockchain edutainment games and VR experiences, I've written the code powering player interactions, real-time multiplayer, economy systems, and live-ops features across a wide range of genres and platforms.

I hold a Bachelor of Science in Computer Science from the University of British Columbia, and apply that rigour daily — whether architecting systems, mentoring junior developers, or shipping a prototype under jam deadline pressure.

Game Engines

Unity 3D Unreal Engine Roblox Godot

Programming Languages

C# C++ Lua JavaScript TypeScript Elixir Java

Frameworks

React Native Mirror Networking Photon (PUN) Networking

Tools

Git Android Studio XCode GCP AWS (GameLift, Lambda, DynamoDB) Photoshop

Spoken Languages

English Mandarin Cantonese Portuguese

Career Path

EXPERIENCE

Contract Programmer
Kluge Interactive
Jun 2025 — Jan 2026

Contributed to the UGC game development team at Kluge Interactive. Responsible for game architecture, modular game flow systems, and close collaboration with designers and stakeholders.

Programmer
Artifact 5
Oct 2023 — Mar 2025

Developed gameplay features for live-ops mobile and VR titles. Owned server-side systems, game analytics integration, and designer tooling across the full production pipeline.

Lead Programmer & Game Designer
UpDownLeftRight Limited
Mar 2022 — Dec 2022

Led all programming and co-designed gameplay from prototype to production. Architected real-time PvP multiplayer using AWS and Mirror, and supervised the full development cycle of a blockchain edutainment mobile game.

Senior Programmer
Madhead
Mar 2017 — Feb 2022

Five years at one of Hong Kong's leading mobile game studios. Shipped 300+ features across live titles including, modernizing a legacy codebase for modern aspect ratios, battle pass system, new chat room system, and mentored junior and new developers.

Software Engineering Intern — QA
Kinetix System Ltd
May 2015 — Aug 2015

Embedded with the Quality Assurance team designing and automating test suites, performing load testing with JMeter, and documenting defects. Built a strong foundation in software engineering discipline.

BSc Computer Science
University of British Columbia
Sept 2012 — Nov 2016

Graduated with a Bachelor of Science in Computer Science. Studied algorithms, data structures, computer graphics, programming languages, AI, machine learning, and software engineering.

Studio Work

PROFESSIONAL WORKS

ChickenTagRoblox Multiplayer Obby Tag Game
Kluge Interactive Roblox · Lua
Obby Multiplayer Cross-Platform Live Service

CHICKEN TAG

"Fast-paced Multiplayer Obby Chasing Game" — Grab the chicken, level up, repeat.

A fast-paced endless tag multiplayer on Roblox where every match becomes absolute chaos. Hold the chicken to earn XP and coins, use crazy power-ups, survive World Events, and unlock wearables, trails, and chicken skins.

  • Architected and implemented a data-driven content pipeline in Lua, reducing content update turnaround time by 60%.
  • Designed and built a modular game foundation supporting extensible World Events and live ops features, cutting new feature integration time by 50%.
  • Developed configuration-driven gameplay systems, allowing designers to iterate on balance and event parameters without engineering support, increasing iteration speed by 30%.
  • Collaborated closely with design to prototype and iterate on core gameplay systems, contributing to a more dynamic multiplayer loop and improved player engagement/retention.
Artifact5Unannounced Unannounced VR Game
Artifact 5 Unreal 5 · C++ / Unity · C#
Multiplayer Adventure Stealth VR

UNANNOUNCED VR GAME

"TBA" — An unannounced VR game in development at Artifact 5.

An unannounced VR title developed across both Unreal Engine 5 and Unity. Required a robust extensible architecture to support rapid iteration in a VR context, close collaboration with designers and directors, and a reliable multiplayer prototype foundation.

  • Architected a game's foundation, reducing feature iteration time by ~50% and enabling rapid prototyping of new gameplay systems.
  • Built a designer-friendly NPC system with Blueprint-based tuning, eliminating engineering dependency for balance changes and accelerating iteration speed by 10%.
  • Developed an automated build versioning pipeline, reducing multiplayer testing conflicts by ~90% and improving team-wide testing efficiency.
  • Collaborated with designers and directors to deliver a highly iterative multiplayer prototype in Unity (Mirror), shortening prototype turnaround time from days to hours.
RecklessRivals Tactical Strategy PvP
Artifact 5 Unity · C# · Elixir
Strategy Mobile Multiplayer Live Ops

RECKLESS RIVALS: STRATEGY PVP

"Fast-paced Real Time Strategy Game" — Villagers transform into heroes in quick, strategic PvP battles.

A midcore tactical battler where players collect and customize characters, craft gear for their Villagers, and compete in strategic PvP battles. Join the action and go on a journey to claim the Golden Chicken.

  • Implemented and maintained server-side systems with automated test coverage, reducing regression issues by 30% and improving backend stability.
  • Developed a data ingestion pipeline from designer-managed databases to the server, cutting data integration time by 50% and minimizing manual errors.
  • Provided technical support and built internal tools/guidelines for database workflows and Unity UI Toolkit, reducing onboarding time for other engineers by 2 days.
  • Debugged game data flows and tutorial systems throughout production, reducing user-facing issues and improving tutorial completion rates.
  • Prototyped gameplay features and validated internal tools prior to production integration, decreasing rework during implementation by 5 days.
  • Integrated Game Analytics event tracking, identifying key tutorial drop-off points and contributing to measurable improvements in early player retention.
MoaAdventure Blockchain Edutainment
UpDownLeftRight Limited Unity · C# · AWS
Single Player Multiplayer Blockchain

MOA ADVENTURE

"An Edutainment NFT Game" — Blockchain mobile game that entertains and educates on environmental sustainability.

Myth of Aquatics · Adventure uses exploratory game chapters to increase players' understanding of environmental pollution and inspire sustainable development goals in daily life — wrapping education in compelling multiplayer gameplay.

  • Co-designed and developed core gameplay systems for a semi-real-time multiplayer strategy game.
  • Implemented a lightweight real-time PvP matchmaking system using AWS (GameLift, Lambda, DynamoDB) and Mirror, reducing matchmaking time to under a few seconds and ensuring reliable session creation.
  • Led technical oversight from prototype to production, reducing development bottlenecks and improving milestone delivery consistency.
  • Implemented core systems including addressables, authentication, and networking, decreasing load times and improving runtime performance.
TowerOfSaviors Mobile Match-3 RPG
Madhead Unity · C#
UnityC#MobileLive OpsSenior Dev

TOWER OF SAVIORS

"Let's enjoy the thrill of a match-3 game!" — Summoners harness the power of gods to battle demons threatening humanity.

A massively popular mobile match-3 RPG with a large global player base. A long-running live service title demanding constant feature development, platform modernisation, and cross-discipline collaboration.

  • Delivered 300+ features across gameplay, UI/UX, and tooling using TDD practices, reducing post-release defects and improving overall code reliability.
  • Implemented a real-time chat system using sockets and API integration, enabling scalable player communication with low latency.
  • Modernized a 7-year-old codebase to support dynamic aspect ratios, improving device compatibility coverage and reducing UI-related issues.
  • Managed asset bundle workflows across development and production, reducing build size overhead and improving content delivery efficiency.
  • Mentored juniors and new engineers, accelerating onboarding time and improving team-wide coding standards and productivity.
TowerOfSaviorsSticker Companion Mobile App
Madhead Android Studio
Android StudioAndroidLive Ops

TOWER OF SAVIORS WHATSAPP STICKERS

"Tower of Saviors Stickers for WhatsApp" — Bringing beloved characters into everyday conversations.

A companion sticker app for Tower of Saviors bringing 6 sets of fan-favourite characters into WhatsApp. Built with content updatability in mind — new sticker packs can go live without requiring a full app redeployment.

  • Led end-to-end development and deployment of an Android application, delivering a stable production release with streamlined update workflows.
  • Built a dynamic content delivery system for stickers, eliminating the need for app redeployments and reducing content update turnaround time from days to minutes.

Side Projects

PERSONAL PROJECTS

The Animal Daily 3D adventure stealth game
Unity 3D · C#
Single Player Stealth Game Jam 2025

The Animal Daily

"Uncover the Truth!" — Investigate, take pictures and report all your findings to the public!

The Animal Daily is a 3D adventure game where you stealth into villagers, smuggling camps and borders to figure out the truth behind the lost cocoa in Cocoaland. You play as an brave and daring investigator and you'll uncover the dark truth behind the lost cocoa.

  • Led prototyping, programming, and game design, delivering a fully playable 3D stealth investigation experience within a constrained development timeline.
  • Developed a photo capture system using vector math and collision detection, enabling accurate target framing and interaction validation for core gameplay progression.
SkyfruitExpress Multiplayer Trading Sim
Meta Horizon Worlds · TypeScript
Multiplayer Adventure Game Jam 2025

SKYFRUIT EXPRESS

"Venture the Skies!" — Whimsical multiplayer trading sim set in a world of floating islands and hot air balloons, for up to 10 players.

Fly between vibrant villages, buy and sell exotic fruits, complete quests, and unlock stylish balloon customisations — all while mastering the dynamic sky market. Built in Meta Horizon Worlds by a duo of creators.

  • Led prototyping, programming, and game design for a 10-player multiplayer trading experience, delivering a fully functional social gameplay loop.
  • Developed a dynamic economy system with daily price updates, increasing replayability and encouraging repeated player sessions through strategic trading incentives.
SymphonyOfDuel Rhythm Multiplayer — Game Jam
Unity · C#
Local Multiplayer Puzzle Global Game Jam 2022

SYMPHONY OF DUEL

"Duality" — A rhythm multiplayer game where you cooperate with rivals and battle with friends.

Rhythm multiplayer game where you must cooperate with your rivals and battle with your friends.. Made for Global Game Jam 2022.

  • Led prototyping, programming, and game design, delivering a complete multiplayer rhythm experience within a 48-hour game jam constraint.
  • Won Best Edutainment Game, out of 59 games.
SewAway Simulation — Game Jam
Unity · C# · Maya
Single Player Chill Global Game Jam 2020

SEW AWAY

"Repair" — A grandma helps people repair their clothes in hope to repair their hearts.

A tactile sewing simulation built for Global Game Jam 2020. Players physically thread needles, poke through cloth, tighten and cut threads, and change thread colours to mend garments — and the lives that go with them.

  • Owned end-to-end development including prototyping, programming, 3D modelling, and video production, delivering a fully interactive tactile simulation within a 48-hour timeframe.
  • Won Best Asian Style Game, out of 53 games.
HeyOperator Puzzle Game
Unity · C# · Maya
Single Player Puzzle Multiple Endings 2018

HEY, OPERATOR?

"Transmission" — Your job at Transcom: get messages from the sender to the right recipient.

A switchboard operator puzzle where players drag SENDER and RECEIVER plugs to connect callers correctly. Misdirecting a message has consequences — a charming logic puzzle built around real telephone switchboard mechanics.

  • Led prototyping, programming, and animation, delivering a complete logic puzzle experience within a 48-hour game jam cycle.
  • Won Comic Relief Award, out of 59 games.
Amarynthe VR Survival — Game Jam
Unity · C# · Google Cardboard
Single Player Horror VR Archiact Jam 7 2017

AMARYNTHE

Global Archiact Jam 7 — You are a captive of the Most Dangerous Game.

A VR survival experience for Google Cardboard. You've been captured — what measures has your captor taken to protect his new possession? In time, will he do unto you as he has to the others? Navigate tension and danger to escape.

  • Led prototyping, programming, game design, and project management, delivering a complete VR survival experience for Google Cardboard within a limited jam timeline.
  • Managed a distributed team across multiple time zones, ensuring on-schedule delivery and maintaining development velocity under tight constraints.
Seymour Echolocation Puzzle
Unity · C#
UnityC#AI / NavMeshPuzzle2017

SEYMOUR

"Waves" — Venture as Seymour the dog into the pitch-black cave in search of something precious.

Unable to see in the dark, players use Seymour's bark to produce sound waves and navigate a maze-like cave. Watch out for territorial bats! A sound-based navigation puzzle featuring three distinct AI enemy behaviours built with Unity's NavMesh.

  • Rapidly prototyped the core gameplay loop within the first 24 hours, establishing the foundation for team-wide development.
  • Implemented three distinct AI enemy behaviors using Unity NavMesh, increasing gameplay variety and challenge through differentiated agent logic.
  • Provided technical guidance and design feedback to team members, improving implementation quality and aligning gameplay systems.

LET'S MAKE
GREAT GAMES

Open to game programmer and software engineer roles. If you're building something ambitious, I'd love to hear about it.