🎮 Game Developer

~15 years of
Unity UI & games.

Every layer of the stack, engine architecture, gameplay programming, technical art, UI/UX, and studio leadership. 12+ shipped titles on Steam, iOS, and Android.

Luke Litman headshot
Shipped Titles

Games I've built & shipped

12+ titles across mobile, desktop, and web, from $40M+ funded platforms to indie experiments.

Prize Kingdoms

Design Director / Lead Technical Artist · INK Games

Flagship mobile game on a $40M+ funded platform. Board & dice game with a built-in sweepstakes engine, kingdom building, real-world prizes, clubs, and collectible card systems. Led design direction, technical art, prefab architecture, asset bundles, live ops, and the full UI/UX pipeline from prototype to launch.

Released · 2023 Unity Design Direction Live Ops iOS + Android

Skyburn

Design Director · Skyburn Entertainment · Live Case Study

Highly polished vertical slice with dedicated website (which I designed & built), YouTube trailers, and social media presence. Led design direction and technical art, the same hat-wearing role as Prize Kingdoms across prefab architecture, UI/UX, and art pipeline.

TBD · Polished Unity Design Direction Technical Art

Epic Casino

Design Director / Lead Technical Artist · CloudyShark LLC

Casino slots game, designed, built, and shipped. Later sold and rebranded by an international studio (Sherwood Slots). Full ownership of design direction, technical art, prefab systems, and UI implementation throughout the development lifecycle.

Released · Sold Unity Casino Acquired & Rebranded

Scratchers Casino

Design Director / Lead Technical Artist · CloudyShark LLC

Scratch-card casino game, designed, built, and shipped alongside Epic Casino. Full ownership of design direction, technical art, UI systems, and the complete development pipeline from concept to release.

Released Unity Casino Full Development

Cursebound

Game Director & Developer · MetaSin Games · Steam Page · metasingames.com

Roguelite reverse tower defense. Handled every aspect of development, game design, programming, Steam/Steamworks setup and publishing, landing page, marketing, and project management. Collaborated with a designer and artist on visuals while owning the full delivery pipeline.

Demo on Steam Unity C# Full Development
🎣

Reeltown Slots

Big Fish Games, Casino slot game. Unreleased but very polished build.

Polished
⚒️

Slotscraft

CloudyShark LLC, Slots game. Unreleased.

Unreleased
💤

Slumber

Skyburn Studios, Paused development. Solid vertical slice, sellable.

Paused

Starczar

Foe Games, Unreleased. UI design and illustrations. Timelapse videos of art ship and polished assets.

Unreleased
🐱

Fat Cat Burglar

iOS. Released mobile title. May no longer be on the App Store.

Shipped
💰

Money Drop

iOS. Released mobile title. May no longer be on the App Store.

Shipped
🗡️

Rift Siege

Multiplayer · Co-op · Action RPG. Top-ranked entry in the jam by wishlists. Co-op action RPG built around siege encounters.

Submitted
💥

Bullet Heaven

Bullet Heaven · Survivors-like. Survive the swarm. Horde survival with escalating build synergies. Play in browser →

Prototype
🔥

HellRogue

Roguelike · Procedural. Procedural descent roguelike, the long-running testbed for run structure and enemy pacing.

Prototype

ZSTRIKE

Beat 'em up · Tag-team. Marvel vs. Capcom meets roguelite. Tag-team combat with swappable fighters. Play in browser →

Prototype
🩸

Fleshmancer: Echoes of the Academy

Metroidvania · Action RPG. Metroidvania action RPG set in a decaying academy. Full store page and design wiki locked.

Submitted
🏴

Banner Siege

Strategy · Action. Banner-line strategy with real-time action command. Jam submission with design SSOT.

Submitted
🗡️

Fateful Tactics

Turn-based tactics · Tactical RPG. Final Fantasy Tactics reborn as a roguelite. Grid tactics, permadeath runs. Godot and Unity builds.

Prototype
⛏️

DrillKeep

Base building · Indie. Dig, fortify, hold. Base building under escalating pressure from below.

Prototype
🌍

World of Terra

Geo-based · Roguelite. A Link to the Past meets the real world. Location-driven run generation.

Prototype
🏹

HunterRush

Roguelike · Procedural dungeons. Fast-paced dungeon runs. Unity and C#.

Prototype
⛓️

Chained Descent

Horror · Atmospheric. Atmospheric horror descent. Tension pacing and readability under low light. Play in browser →

Playtest
🏰

Guildcraft

Roguelike · City builder. Guild management crossed with a roguelike run loop. City building between expeditions. Play in browser →

Submitted

Every prototype runs through the same pipeline I built for it: a Steam-style store page, a locked design wiki as single source of truth, then community voting decides what gets built next. The queue is public at gamejam.metalgames.xyz.

Engine Expertise

Ship experience across game engines

🎯

Unity

Primary engine. Extensive C# development across roguelikes, deckbuilders, tactics games, bullet hells, casino titles, and tool building. Editor extensions, asset pipeline management, shader authoring, prefab architecture, asset bundles, and cross-platform deployment. 10+ Unity projects on GitHub.

Unity C# Editor Extensions Cross-Platform

Unreal Engine

Unreal Engine development and technical art. Blueprint systems, gameplay programming, material editor, and delivery pipeline experience. Understanding of the engine architecture that transfers to O3DE and other Unreal-adjacent frameworks.

Unreal Engine Blueprints Material Editor Technical Art
🤖

Godot

Familiarity with the Godot engine and its GDScript / C# scripting model. Understanding of Godot's scene-node architecture, signal system, and how it compares to Unity and Unreal workflows.

Godot GDScript C#
Technical Stack

Languages & technologies

20+ years across shipped titles, active prototypes, and ship engines, the numbers sit with the stack they describe.

15+
Years Unity UI
12+
Shipped Titles
C#
Core Language
7+
WIP Projects

Core Languages

C# Python JavaScript / TypeScript GDScript

Game Engines & Frameworks

Unity Unreal Engine Godot Custom Frameworks

Game Development Domains

Gameplay Programming Technical Art UI/UX Systems Shader Development Asset Pipelines Prefab Architecture Asset Bundles & Live Ops AI / Game Logic Physics & Collision Editor Tools

Tools & Platforms

GitHub Steam / Steamworks App Store / Google Play Vercel Adobe Creative Suite Figma
Character Stats

Spec Sheet

~15 years of Unity UI XP, HUDs, menus, and live systems from casino mobile through platform scale.

🎮 Game Engines

Unity
Master
Unreal Engine
Proficient
Godot
Familiar
Phaser (Web)
Familiar

💻 Programming Languages

C#
Proficient
Python
Familiar
JavaScript / TypeScript
Familiar
GDScript
Vibe
C++
Vibe

🏗️ Game Design & Ship

Game Architecture & Systems
Master
UI/UX Implementation
Master
Live Ops & Asset Bundles
Master
Steam Publishing
Advanced
Mobile Publishing (iOS/Android)
Advanced
Multiplayer / Networking
Familiar
Vibe Familiar Proficient Advanced Master
Career

~15 years of Unity UI & game dev

"Most game developers know one side, code or art. I've shipped games as the programmer, the artist, the director, and the architect. When I evaluate game code, I don't just check if it compiles, I know if it'll feel right in a player's hands, if the art pipeline can support it, and if it'll scale to ship."

(On Game Development)

Why I'm Different: Code + Art

  • SVA-trained artist who also writes C# and Python
  • Can evaluate both visual output AND technical implementation
  • Understand engine constraints from the art side AND code side
  • ~15 years of Unity UI means I've seen every anti-pattern and know what breaks at scale

What I Bring to AI Evaluation

  • Can assess AI-generated game code against real ship standards
  • Understand gameplay "feel", not just correctness, but quality
  • Deep engine architecture knowledge across Unity, Unreal, and Godot
  • Art direction eye catches visual AI output problems others miss
Education

Art + tech from the start

School of Visual Arts (SVA)

BFA, Illustration & Design · 4 Years

World-class art training that informs every game I build. Visual communication, composition, color theory, the foundation for game art that connects with players.

Suffolk Community College

Computer Art · 2 Years

Where art met technology. Digital ship, computer graphics, and creative coding, the bridge to a career combining both disciplines.

Need a game dev who's
seen it all?

~15 years of Unity UI, multiple shipped titles, Unity / Unreal / Godot. Code, art, direction, and architecture, all in one person.

Game Developer Resume → Technical Artist / Game UI/UX Resume → Contact Me