Gameplay engineer

Edmund Cheung
Hi, I'm Edmund! I mainly work in Unity and Godot C#. I focus on gameplay systems and engineering, especially for multiplayer. I released my first game, Compactory, on Steam in 2024, and a class project, Arctric Slopes, on itch. I'm currently working on Addie Shen at Unexpected Accessories.

Jan 2026 to present
Gameplay Engineer
I built Rollercoaster as a co-op shooter mode: node-based track, procedural rail visuals, dynamic speed, and dismount where needed.
I built Zombies as a co-op wave mode: spawn tools the designers can tune, a global PEMDAS cap, one-per-wave power-ups like Auto Correct, then environment tweaks like dim lighting, dark fog, wave SFX, and ambience.
I implemented level elements for the level designers, like bounce pads, spinning obstacles, and clock-arm platforms. I also designed Ian Finite, the final mission's boss, as a phase-based solve.
I added new PEMDAS types for Zombies and story missions, and ragdolls so they fly off when they die.
July 2025 to Dec 2025
Junior Gameplay Engineer
I learned Godot in a week and built the base split-screen systems for the multiplayer modes: two viewports, split input, and ready-up. A lot of the game was still one-player, so I had to refactor events, HUDs, and controls.
I built Deathmatch from the loop up: timer, start input, win and lose, and power-ups.
I added Practice toggles for equation types, hooked that into equation config Settings, and cleaned up the HUD and how a wave starts.
Education
University of Southern California
M.S. Computer Science (Game Development)
Aug 2026 to present · GPA 4.0
California State Polytechnic University, Pomona
B.S. Computer Science
Aug 2022 to May 2026 · GPA 4.0
Also shipping
I'm currently working on Compactory 2 and focusing on online multiplayer, client-side prediction, and scalable systems with PurrNet and PurrDiction.
Engines
Unity
Godot
Languages
C#
C++
Tools
Git
Steamworks
.NET Blender
Core Skills
- Gameplay Systems
- Multiplayer
- UI Systems
- Debugging
- Profiling