
Chia-Hui Chou
Software engineer with 7+ years in scalable systems (C#, .NET, cloud).
Now applying that expertise to game development through Unity, Godot, and C++—building gameplay systems where technology meets creativity.
Game Engine: Unity, Godot, Unreal
Programming Languages & Frameworks: C#, C++, .NET Core, .NET MVC, SQL, REST API, Vue.js, SFML
Databases & Caching: MySQL, SQL Server, Redis
Messaging & Integration: RabbitMQ, API integration (LINE, WeChat, ECPay)
Tools & Infrastructure: Git, Azure DevOps, AWS EC2, xUnit, Figma
Architecture & Practices: Microservices, CI/CD, backend architecture
Collaboration & Process: Cross-functional cooperation, technical communication, mentoring, product discovery, Agile
Languages: English - Fluent, Mandarin - Native, Japanese - Intermediate
Others: Drum set playing
Games
I have participated in game jams with small teams on multiple occasions.
Please click the image to see the project details.
ReboBot

Engine and Language: Unity, c#
Team Size: 3
Year: 2025
Role: Programmer
Summary
• Gameplay programmer in a three-person team; developed three distinct mini-games in Unity within a one-week jam period.
• Implemented multiple input mechanics, including single-tap timing checks and long-press hold/release duration detection.
• Centralized stage configuration via manager + Dictionary pattern, allowing level designers to adjust parameters and assets without editing each scene individually.
• Built a lightweight global GameManager with DontDestroyOnLoad, handling cross-scene state persistence (score, levels, outcomes) and animated transitions.
• Designed enums and helper methods to propagate cross-level states (e.g., pre-dunk results affecting biscuit outcomes), enabling branching visual feedback.
• Balanced technical implementation with scope management under strict jam deadlines, ensuring delivery of a polished and playable prototype.
ReboBot

Engine and Language: Unity, c#
Team Size: 4
Year: 2025
Role: Programmer
Summary
• Sole programmer in a four-person team; delivered a narrative-driven jigsaw puzzle game in Unity within the one-month jam period.
• Engineered a modular puzzle system that dynamically slices images into configurable segments to support difficulty scaling.
• Built a reusable dialogue framework with typewriter-style text rendering and configurable pacing, facilitating future localization.
• Implemented global state management using Singleton patterns to handle scoring, branching endings, and scene transitions.
• Coordinated closely with designers to balance puzzle complexity and narrative flow under strict time constraints.
In-Game Screenshots
Editor Screenshots
Videos
Xenospawn

Engine and Language: Godot, GDScript
Team Size: 4
Year: 2025
Role: Programmer
Summary
• Gameplay engineer in a four-person distributed team across US/UK time zones; collaborated asynchronously to design and implement enemy behaviours.
• Implemented a large enemy type in Godot with conditional behaviour switching. Designed behaviours such as spawning minions when the player entered its vision range and slow movement to emphasize its imposing presence.
• Coordinated design discussions during overlapping hours and focused on solo implementation during off-hours, ensuring effective progress despite time zone constraints.
Heartily Needle Felting Cat

Engine and Language: Godot, GDScript
Team Size: 3
Year: 2022
Role: Programmer
Summary
• Main programmer in a three-person team; delivered a narrative clicker game in Godot with branching quests and multiple endings.
• Applied data-oriented design to externalize quest content via JSON, enabling non-programmers to edit and iterate game balance late in development.
• Proposed mobile-first, browser-playable delivery to maximize accessibility; validated by seamless adoption when players accessed directly via shared links.
• Achieved initial personal goals: building a flexible content pipeline and ensuring lightweight distribution for casual audiences.