No cost, no commitment - we'll make a personal intro
IH
Ian Hackman
Mid-Level Unreal Engine Engineer specializing in gameplay systems and UI tools
GeopogoTufts UniversityCalifornia, USA2 Years ExperienceMid Level
Connect with Ian
Ian already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
Typically responds within 24 hours
Recommended
Already have an account?
About
Unreal Engine 5 gameplay/systems developer who led major core features for the Early Access Steam city builder Geopogo Cities: Windsor Detroit, including an end-to-end building placement system tightly integrated with economy, AI pedestrians (Mass AI/Zone Graph/State Trees), and procedural city block generation. Also built a third-person exploration layer with character customization, stamina, and animation retargeting on top of the City Sample Crowd framework, plus shipped player-driven UX improvements based on live Early Access feedback.
Hire with Reval
Find your next great hire
Our AI agents source, screen, and vet candidates for your open roles. Get qualified candidates within 48 hours.
Owned end-to-end development of a complex building placement system on a shipped city builder (concept → prototype → polish → economy/AI integration)
Deep Unreal Engine systems integration across gameplay, UI, economy, AI navigation, and procedural tools
Performance-driven AI redesign: migrated pedestrian AI from Blueprint AI Controller to Mass AI/State Trees in C++ to support hundreds of NPCs without freezing
Strong debugging methodology using instrumentation (debug prints, line traces, visual debug actors) to diagnose and ship camera fixes
Ability to work around third-party asset constraints by generating/testing custom collision for problematic meshes
Built robust player-facing feedback loops (economy transactions, energy widgets, revenue/tax effects reflected in world population/traffic)
Thorough combinatorial testing across many asset permutations (character customization) and multiple camera modes (stamina system)
Incorporates internal and external feedback (manager/intern testers + Steam Early Access players) to simplify and improve usability of complex systems
Mentored and leveraged a small intern team for QA and UX feedback
Reference Highlights
Moderately Recommended
Owned and delivered major gameplay/systems features from concept to final polish
Strong at building systems from scratch independently
Self-directed learner (seeks resources to learn)
Balances timelines, budgets, release dates, and scope creep
Good tradeoff judgment to maintain performance and experience coherence
Effective prototyping that translates to real, playable implementations
End-to-end feature ownership (UI through implementation, debugging, testing)
Uses playtests to improve usability and engagement/retention
Strong collaborator; understands team dynamics and others' strengths
Competent with Git workflows (merging, debugging, resolving conflicts)
Took on increased responsibility over time
Coached/mentored new interns
Ian's references speak for themselves. Let us connect you.
Experience
Lead Unreal Engine Engineer & Gameplay ProgrammerGeopogo · May 2024 – Present
Research AssistantKao Biology Lab at Tufts University · Jun 2023 – May 2024part-time
Education
Tufts Universitybachelor, Computer Science, Film and Media Studies & Pre-Medicine (2025)
Awards
Stanton 'Bud' Yusem Endowed Scholarship Fund
School of Arts and Sciences Dean's List - Tufts University
Mid-Level Gameplay Software Engineer specializing in Unreal Engine, Unity, and AR/VR
Cypress, TX5y exp
MetaCG Spectrum
“Unity/C# gameplay engineer who has shipped both core systems and live multiplayer features, including a modular real-time inventory system that cut crashes by 80% and improved retention. Built an LLM-driven NPC dialogue pipeline with caching, fallbacks, batching, and fine-tuned models, iterating via player feedback and analytics. Shipped a Photon Fusion multiplayer metaverse with rigorous network simulation and CI stress testing, and has VR optimization experience (Meta Quest constraints) on Horizon Worlds.”