Portfolio

Hunter
Coleman

Technical Game DesignerMulti-Engine GeneralistFull-Stack Developer

I prototype fast across engines and ship products end to end — from UE5 gameplay systems to a live streaming platform serving real audiences.

Multi-Engine

UE5 & Blueprints · O3DE · Godot · Defold

Shipped to Production

JusTrack on iOS & Android · BoxStreamTV live

Full-Stack

TypeScript · Next.js · AWS IVS · Stripe · Supabase

Featured Project

Dawn and Dusk

A puzzle-platformer where every mechanic serves dual purposes — my UE5 capstone, built with a team of 7. AI coordination, environmental teaching, and systems design.

Behavior Trees

AI Enemy Coordination

Enemies work together — alternating attacks and reacting to the player.

Level Design

Environmental Pacing

Levels teach their mechanics naturally — no tutorials, just flow.

Leadership

Led a Team of 7

Owned direction and kept seven developers shipping together.

Dual-purpose design — every ability serves both puzzle and combat.
Combat as puzzle — pick the right ability at the right time.
Teach, then test — every level is a lesson.
Players should feel clever, not guided.
Shipped Products

Real Products, Real Users

Full products owned end to end — from architecture to the app-store release pipeline.

BoxStreamTV

A live pay-per-view streaming platform built from scratch: low-latency video, secure checkout, an on-demand library, and subscriptions — a production system serving live fight audiences.

Next.jsAWS IVSStripeSupabase / PostgresS3Geo-blockingReferral tracking
Visit the live platform
BoxStreamTV home
Fight Pass
VOD library
JusTrack screen 1
JusTrack screen 2
JusTrack screen 3

JusTrack

A cross-platform basketball tracking app — shipped to the App Store and Google Play. I owned the UX flow, real-time state, and the full release pipeline on both platforms.

Cross-platform (iOS + Android)Real-time stateFull release pipeline
App StoreAlso on Google Play
Innovation

Shadow Mind

A self-imposed challenge: build a compelling game using only one button. The result — mechanics that emerged from pure creative constraint.

Constraint Design

One-Button Rule

A self-imposed limit that forced creative solutions and amplified every decision.

Environmental Teaching

Teaching Without Words

Like Mario — the game teaches through interaction, not instruction.

Temporal Mechanics

Timing as Decision

Under one button, when you act matters as much as what you do.

Emergent Design

Limitation Breeds Creativity

Anti-gravity and ice-sliding mechanics emerged from the constraint.

Moveable platforms — one click, complex spatial reasoning
Anti-gravity zones for verticality and flow
Ice sliding — momentum-based timing puzzles
Logic + timing fusion: knowing what AND when to act

Bounce Target

Drag and release to match the bounce goal!

🎯 Goal: 0💥 Bounces: 0

The Story Behind Bounce Target

Bounce Target was inspired by a fun game I played with my boys around our kitchen table. We'd take turns bouncing a ball across the table, challenging each other to hit a specific number of bounces before it went off the edge. The first player aimed for one bounce, the next for two, and so on. It was all about precision, timing, and a bit of friendly competition. I created this digital version to capture that same joy and share it with others, turning our family game into a playful puzzle for everyone to enjoy!

Skills

Built to Ship

Multi-engine game development plus production-grade engineering — built for fast iteration and autonomous ownership under ambiguity.

Game & Engines

  • Unreal Engine 5 + Blueprints
  • C++ (Gameplay)
  • O3DE · Godot · Defold
  • 3C Fundamentals
  • Systems & Tools Design

Engineering

  • TypeScript / Next.js / React
  • Python
  • Real-Time Media (AWS IVS)
  • Supabase · Stripe · S3
  • Git & Release Pipelines

Working Style

  • Autonomous ownership
  • Strong written communication
  • Cross-discipline (T-shaped)
  • Fast iteration
  • Led a 7-person team
Let's Work Together

Let's Connect

Looking for a Technical Game Designer role where I can prototype systems and ship the tools that unlock a team.

Multi-Engine Prototyping

UE5 + Blueprints, O3DE, Godot, Defold

Ships End to End

From UE5 systems to a live streaming platform and apps on both stores

Systems & Tools

Builds the systems and tools that speed up the whole team

Autonomous Ownership

Takes ambiguous problems from concept to production, solo