Available for full-time engineering roles

Noah Elliot

Game Engineer

I'm a game engineer focused on building gameplay systems and immersive worlds that feel dynamic, responsive, and alive. I enjoy solving challenging technical problems and turning them into experiences that feel meaningful and memorable for players.

  • M.S. Game Development — USC
  • B.A. Mathematics & CS — UC Berkeley
Portrait of Noah Elliot
Currently Lead Engineer, Unchained

About

Building games with a purpose

Hi! I'm an indie game developer and recent graduate. I earned my Bachelor of Arts in Mathematics and Computer Science from UC Berkeley, and my Master's in Computer Science — Game Development from USC, where I served as Lead Engineer on an AGP (Advanced Games Project) title.

I'm interested in roles where I can apply my engineering background directly to game development. I'm passionate about both making and playing games — feel free to reach out using the links below.

Quick facts

Education

M.S. Computer Science, Game Development — USC

B.A. Mathematics & Computer Science — UC Berkeley

Focus

Gameplay systems, UI architecture, engineering leadership

Engines

Unity (C#) · Unreal Engine 5

Shipped

3 published titles · 3 independent projects

Featured Games

Shipped & in-production work

Mobile

Move Move Melon

A whimsical on-rails runner starring Melon — a hamster on a ball — rolling to build the biggest ice cream scoop the world has ever seen.

Systems Engineer 1 Year Production
  • Built interactive spline-based levels — developed a fully playable credits level using Unity Splines to drive dynamic actor movement and environmental pacing.
  • Shipped multi-platform control frameworks across iOS, Android, macOS, and Windows — including mobile gyroscope integration and traditional touch/button input.
  • Architected an extensible, custom dialogue system with API documentation, enabling narrative designers to implement scripts autonomously.
  • Profiled and optimized memory usage and rendering pipelines, maintaining a stable 30 FPS on mobile and 60 FPS on desktop hardware.
Play for Free on Steam

Cards of Heart

A cozy, narrative-driven deck-building RPG about facing your inner Shadows — developed in consultation with clinical psychologists and therapists.

UI Engineer 1.5 Year Production
  • Engineered a hybrid UI system using both Unity UI Toolkit and uGUI to handle complex, dynamic battle overlays and menu layouts.
  • Collaborated via Perforce within a 30+ member cross-functional team, managing asset pipelines and avoiding merge conflicts.
  • Developed and iterated on UI architecture across the full studio lifecycle, from Vertical Slice through Alpha, Beta, and final release.
  • Optimized UI functionality and menus based on rigorous playtesting data, directly improving player onboarding and game feel.
Play for Free on Steam
Current Project

Unchained

A tactical RPG where players can achieve victory without resorting to violence — tactics meets empathy.

Lead Engineer 2+ Years · Ongoing
  • Led engineering for an 8-person technical team within a 30+ member cross-functional development studio.
  • Architected and optimized the core codebase, gameplay systems, and development pipelines for a 3D tactical combat game, ensuring stable state management across complex turns.
  • Directed cross-department technical initiatives spanning UI engineering, enemy AI frameworks, animation pipelines, and technical art.
  • Managed Perforce version-control infrastructure, establishing branching strategies and workflow guidelines to minimize merge conflicts across a large studio.
Visit Website
Internship

Worldbuildr

A theme-park & attraction simulation engine — built with Unity DOTS/ECS to drive thousands of simultaneous guest agents.

Software Engineer Intern 3 Months · Summer 2025
  • Developed high-density crowd simulation systems featuring intelligent agent behaviors and multi-purpose, state-driven quest logic.
  • Refactored legacy codebase into Unity DOTS (Data-Oriented Technology Stack), using the Entity Component System to drastically boost runtime performance for thousands of simultaneous entities.
  • Implemented Bézier curve interpolation algorithms to achieve fluid, mathematically smooth NPC pathing and navigation.
  • Collaborated directly with Meow Wolf to design and build custom tools for their upcoming interactive Los Angeles exhibit.

Product footage courtesy of Worldbuildr.

Independent Projects

Smaller games, built solo or with student teams

Barriers cover art

Barriers

Sole engineer on a 3D puzzle game demonstrating the struggles of speech impairments in kids.

Play on itch.io
Antigone Dilemma logo

Antigone Dilemma

Narrative designer and engineer on a choose-your-own-adventure game about oppression and victim blaming.

Play on itch.io
String game screenshot

String

Lead engineer for a team of ten on a puzzle game exploring quantum mechanics.

Play on itch.io

Skills

Tools & areas of focus

Languages

  • C#
  • C++
  • C
  • Java
  • Python
  • JavaScript
  • HTML/CSS

Engines & Tools

  • Unity
  • Unity DOTS/ECS
  • Unreal Engine 5
  • Unity Splines
  • UI Toolkit
  • uGUI
  • Perforce
  • Git

Systems Engineering

  • Gameplay Architecture
  • State Management
  • Dialogue Systems
  • Crowd Simulation
  • Cross-Platform Input
  • Performance Optimization

Leadership & Collaboration

  • Team Leadership
  • Cross-Functional Collaboration
  • Technical Art Pipelines
  • Branching Strategy
  • Teaching & Mentorship

Contact

Let's make games.

I'm actively looking for game engineering roles. Reach out — I'd love to talk about how I can contribute to your team.

Download Resume