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Roger Huntley II

Game Engineer / Full Stack Developer

contact@rogerhuntley.xyz (989) 778-6465 rogerhuntley.xyz linkedin.com/in/rogerahuntley github.com/rogerahuntley

Software engineer and game developer with four years of production experience building React applications, backend systems, tools, and AWS infrastructure. Lead a shared platform serving web and native clients. Shipped HalleyFolk Odyssey on Steam and earned a B.S. in Game Programming and Development with a 4.0 GPA.

Technical skills

Games: Godot, GDScript, Unreal Engine 5, Blueprints, C++, C#

Graphics and tools: Shaders, Blender, Maya, Adobe Animate

Application systems: Ruby, Rails, JavaScript, React, SQL, Redis, DynamoDB, AWS, CloudFormation, CI/CD

Experience

Full Stack Developer

Health Enhancement Systems

March 2022 to present

  • Lead development of a Rails 7 platform serving React and two native mobile clients. Build APIs and product features on the versioned, swappable-service architecture that replaced separate Rails 3 product forks.
  • Designed a Godot-inspired scene system that compiles user and content state into data-driven trees for consistent rendering across clients and reuse across multiple wellness products.
  • Reduced serialization time by up to 80% on large, deeply nested collections by replacing per-request object initialization with reusable class-level serializers.
  • Resolved recurring database slowness by moving N+1-prone leaderboard queries to Redis and TTL-based device step-logging data to DynamoDB, alongside broader indexing and data-reduction fixes.
  • Use CloudFormation to provision and connect AWS services for new products and isolated beta environments, and maintain CI/CD pipelines and application monitoring.

Lead Engineer

Happy Slaying

August 2023 to present

  • Programmed HalleyFolk Odyssey, released on Steam in Locally Sourced Anthology I: A Space Atlas, including its dialogue, state, level-loading, minigame, and scripted encounter systems.
  • Collaborated on story and world design while writing dialogue and modeling 3D buildings in Blender from artist sketches.
  • Prototype gameplay systems for I Am Night, a Godot deckbuilder in early development, collaborating with a small team across art, music, and writing.

Selected game projects

Remnant

Godot, GDScript, shaders

Built an atmospheric technical-art study with custom shaders for lighting, water distortion, and real-time mold growth. Used a low-resolution presentation as both a performance constraint and visual direction.

Rock Paper Scissors, SPLASH!

Adobe Animate, JavaScript, HTML5

Built a small 2D game with hand-animated characters and interface elements in Adobe Animate, connected to JavaScript gameplay logic.

Education

B.S. Game Programming and Development

Southern New Hampshire University, 4.0 GPA

July 2026

Associate in Science

Delta Community College, graduated with honors

November 2019