Chris Hui

EXPERT IN Unity Development Cross-Platform Engineering Asset PipelinesProduction Efficiency

Resume

PRODUCT-ORIENTED ENGINEERING LEADER

Full stack architect and engineering lead. Leadership experience scaling teams and execution from MVP launch to live ops in mobile games. Diverse 12+ yrs hands-on senior developer experience. I thrive in fast-paced “wear many hats” environments and am passionate about fostering team cultures that maximizes accountability, transparency, and optimal efficiency while maintaining a positive and collaborative atmosphere.

Professional Timeline

“If there is no struggle, there is no progress.”
  • Jul 2022 - ...

    Super Jump Games

    Lead Gameplay Engineer, Founder
    • Lead Gameplay Engineer / Founder • Prototyped & shipped 5 Fortnite UEFN games (UE5 + Verse) reaching 350k+ cumulative players across branded and self-published titles • Implemented core gameplay systems: game rules, NPC behaviors, boss combat logic, economy systems, and progression loops with rapid iteration cycles • Tuned gameplay feel through timing, level design, and animation adjustments • Built branded experiences for Snoop Dogg, G2 Esports, Team17 • Mentored junior engineers via reviews, task writing, debugging, and guidance
  • Mar 2020 - Feb 2022

    Topgolf Media

    Engineering Manager / Lead Gameplay Eng
    • Technical Lead for WGT Golf, real-time multiplayer golf simulation game • Active code contributor, 50/50 split management vs. critical path coding • Execute major upgrade of engine & all native SDK/frameworks for 8 client platforms • Managed 6 engineers for monthly server & app releases • Hiring process, candidate sourcing, and onboarding new hires
  • May 2017 - Aug 2019

    Cloudcade, Inc.

    Principal Gameplay Engineer
    • Built core gameplay systems for server-authoritative roguelike card RPG, including game rules, combat logic, card ability system, and procedural level generation • Rapidly prototyped combat loops & gameplay variations, helped steer the project from a PvP card battler into a PvE roguelike through hands-on experimentation • Implemented combat state machine system for deterministic gameplay flow • Designed a modular Unity client architecture reused across two game teams • Created editor tools and asset pipelines, including Spine animation workflows • Built CI/CD systems for rapid prototype builds & faster playtest iteration cycles
  • Sep 2014 - Dec 2016

    Mastermind Studios

    Senior Software Engineer
    • Release of 3 App Store featured games: Quest of Heroes: Clash of Ages, Word Bang, and Battle Bash
    • Key domain knowledge: Rendering Fidelity, Input Handling, Camera Animation, and Asset Pipeline/CDN
    • Optimize performance to run smoothly on devices ranging from iPhone 4S to iPhone 7+
    • Implement client analytics to track and improve app performance post-launch
  • Apr 2013 - Sep 2014

    Kabam

    Unity Engineer
    • Implement core gameplay features for global iOS/Android launch of 3D strategy game, Dark District
    • Key domain knowledge: Input Handling, Camera Animation, Base Building System, and App Performance Optimization
    • Drastically optimize rendering performance of client by 10x to solve product launch blocker
  • Jun 2010 - Apr 2013

    Lucasfilm Animation

    Associate Technical Director – 3D Story
    • Credits in 39 episodes of Emmy award winning 3D animated TV series, Star Wars: The Clone Wars
    • Develop, maintain, and troubleshoot all aspects of Previz/Layout Animation pipeline tools (Python)
    • Support 25 story artists and 5 cinematic directors from setup to completion of concurrent episodic productions
    • Plot tech feature roadmap with R&D team to set production priorities on Academy Award nominated Software, Zviz
  • Jun 2007 - Mar 2009

    Electronic Arts

    Software Engineer
    • Analyze and refactor deployment automation to execute major data center migration initiative
    • Implement maintenance mode cached on load balance servers for deployment windows
    • Implement new front-end game and webapp features in Java on Spring framework
  • May 2006 - May 2007

    THQ

    Jr Technical Artist
    • Implemented animation pipeline & tools on Pixar licensed games for Xbox/Wii: The Incredibles, Ratatouille

Recommendations

Lucasfilm

I have worked alongside Chris as a colleague in the same group where he was a productive, forward thinking, collaborative contributor. I have also worked with him as an artist, where I found his assistance to be a crucial element in my workflow. Chris is essential to any technical team; he is multitalented and adaptable to any environment.

Lucasfilm

Chris has always been a reliable collaborator. Through his attention to the big picture and ability to rise to any challenge, Chris ensured that we became a better studio globally. I would recommend Chris in a heartbeat.

Electronic Arts

Chris is the kind of engineer I’d be happy to work with on any project: pragmatic, detail-oriented, a clear thinker, and an excellent communicator. He demonstrated all of these in his time at EA, where he had to work with many groups outside of Engineering to get his projects out the door. Chris gets the big picture – he writes robust, maintainable code, but he knows there’s a lot more to software engineering than just that.

Electronic Arts

I have worked with Chris for a little more than a year. He is the type of person that if you give him a job, he will do it. If it isn’t in his primary skill set, he will learn it. Chris will tough it out even when things look gray, and still be smiling. He has a lot of energy to add to any team and you can see it in almost every interaction with him. When he’s working on something that has become his passion, I don’t think he would ever let it fail.