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hchia93/README.md

English | 中文

Hyrex Chia

Gameplay / Systems Programmer · AAA across Anvil, Luminous, CryEngine 3 · now on UE5

C++ Unreal Engine 5 Python Claude Code

Malaysia-based · Singapore PR · Remote-friendly

Ship gameplay systems, and the tools that helps with productions.


Currently

Intermediate Gameplay Programmer @ TenTen Studios. Developing an UE5 single-player action RPG, vertical-slice prototype. Leading on the technical decisions and trade-off on the project.

  • C++ gameplay systems: Span across 3C, state machines, UI/UX, behavior-oriented actor components, GAS, Gameplay Tags, Behavior Tree, on demand Subsystems for the prototype.
  • Data-driven system architecture: Design data layers for the gameplay system by using DataAsset, DataTable, and DeveloperSettings combining with validators, linters, and other auditing technies to ensure data correctness.
  • Tooling: Build tooling based on recurring content-team pain points (source control conflicts, broken data references, level design and bulk actions). Examples: uasset-json-exporter, uasset-name-linter.
  • Workflow: Claude Code co-piloting since March 2026. Shift from code-technique first to system-delivery first.

History

AA & AAA production, 2016 - 2024, 2025 - 2026.

Title Type Engine Studio
Bloodwell SP Unreal Engine 5 TenTen Studio
Skull & Bones MP Anvil & Phoenix (Ubisoft proprietary) Ubisoft Singapore
Final Fantasy XV SP Luminous (Square Enix proprietary) Streamline Studios (outsource)
Sniper Ghost Warrior: Contracts MP CryEngine 3 Streamline Studios (outsource)
NDA Projects SP MP Unreal Engine 4 Streamline Studios (unreleased)
  • Engine exposure: Anvil, Luminous, CryEngine 3 on shipped AAA; UE4 / UE5 on internal and prototype. UE experience is not continuous.
  • GaaS gameplay systems (Skull & Bones): Worked on gameplay system with collaboration to backend, such as account persistencies, fetching and claiming mails. Designed codex, crafting, shopping list (Tracker). Maintained captain customization, vendor / offer extension. Extensible by content team without code change. Gameplay runtime side ownership.
  • Async + server-authoritative patterns: Callback chain sequencing (Lazy → Periodic Sync), simulation-vs-actual claim reconciliation, server validation, runtime ↔ backend bridging, account persistence.
  • Production CI discipline: Regression-testable C++ under CI (DTest: daily regression reports generated by running on build artifacts, flag-not-block submission).

Feel free to contact me!

Pinned Loading

  1. uasset-json-exporter uasset-json-exporter Public

    Exports Unreal Engine 5 assets into a structure an LLM can read, extracting just the context it needs.

    C++ 3 1

  2. uasset-name-linter uasset-name-linter Public

    Python linter that scans an Unreal project's assets for filename convention violations, catching naming hygiene issues early.

    Python

  3. ue-map-utils ue-map-utils Public

    Unreal Engine 5 editor plugin for level designers: StaticMesh reference audit, session change review, and AI-consumable context export.

    C++ 1

  4. fetch-steam-gametime fetch-steam-gametime Public

    Fetch Steam GameTime is a simple tool to extract hours spent on your owned game.

    Python

  5. escape-from-wizard escape-from-wizard Public

    Escape-style game prototype in C#, powered by A pathfinding. Originally XNA-based, now ported to MonoGame with full content pipeline rebuild.

    C#