Hi there, I'm Jake Hart. I'm a gameplay engineer with over 15 years of experience and a fervor for character traversal and designer collaboration. I'm primarily looking to work remotely, but I may be willing to move for the right position. If you think I'd be a good fit for your team, let's chat!

Status: Seeking full-time remote work
Contact: jacobdhart at gmail
LinkedIn profile

WORK
Project Blackbird
PC/Xbox/PS5. C++, custom engine.
Developed movement and parkour tech for Project Blackbird, a cancelled AAA MMORPG from Zenimax Online Studios (Microsoft).

What I did:
  • Architected and engineered a designer-driven root motion API for character traversal. By abstracting calculus-based internals into a robust suite of familiar building blocks, I enabled designers to independently create and iterate on 8 core parkour and movement mechanics, reducing the time required to stand up a new mechanic from weeks to days.
  • Created a system that enabled designers to define their own sensors to follow the player and perform both simple and multi-sensor queries on world geo, firing only when needed.
  • Created in-game motion recording and debugging tools that were used daily by designers and QA.
  • Collaborated with a 400-person international team to deliver multiple well-received internal milestones showcasing world verticality, parkour fluidity, and player self-expression in a multiplayer open world.

[Article on IGN]
[Article on engadget]
[Article on vgchartz]
[Article on TrueAchievements]
[Article on Bloomberg] (paywalled)
Old School RuneScape (C++ port)
PC/mobile. C++, Java, OpenGL.
Contributed as a specialist to a consulting team tasked with porting the classic MMORPG client from a legacy Java codebase to a modern C++ architecture. This effort was the foundation for the official Steam and mobile versions.

What I did:
  • Low-level rendering translation: Engineered the core graphics layer responsible for marshaling and translating the original software renderer's draw list (with its highly specific, custom Z-ordering) into a single, efficient OpenGL draw batch. Used frame debugging tools (RenderDoc and Intel GPA) to ensure that the new rendering was accurate to the original game.
  • Performed migration from Java's native reference counting to modern C++'s smart pointer library (std::shared_ptr and std::unique_ptr). This included ensuring proper lifetime management to prevent memory leaks and crashes.
  • Contributed to a high-performance, cross-platform client that met stringent memory and FPS targets for mobile and low-end PC hardware.
[Steam page]
[iOS App Store page]
speedboats.io
WebGL browser game. JavaScript, node.js, THREE.js, socket.io.
A real-time multiplayer nautical combat game that scaled to 1.6 million unique players and supported high concurrent usage. As the sole engineer, I designed, built, and maintained the entire full-stack system, from the custom physics engine to the live service infrastructure.

What I did:
  • Engineered a custom, horizontally scalable server architecture using Node.js/recluster worker threads. This made it possible to scale my AWS instances to match player traffic.
  • Wrote a custom Redis API as a high-speed server persistence layer. Used Redis hashes for player state and sets for game/session management, enabling stateless worker processes and the ability to dynamically shard games to the least-loaded CPU.
  • Built a simple, fast, custom physics engine and a fixed-step timer to ensure simulation integrity.
  • Designed a data-driven component framework for all content (weapons, levels), allowing for content balancing and feature integration without code changes.
  • Implemented server-side logic for essential anti-cheat verification.
[Play in your browser]
Batman: Arkham Underworld
iPad/iPhone. C#, Unity.
A PvP base-building game set in the Batman universe. Control DC supervillains and fight to wrest control of Gotham from your rivals. Cause mayhem, gain notoriety, and take on Batman himself.

What I did:
  • Authored the in-game builder, which is used by both players and designers to create bases
  • Worked closely with designers to develop gameplay and AI systems
  • Wrote an intuitive, momentum-based camera controller for multitouch devices
  • Architected and implemented localization system
[Trailer]
[Images]
Mind Your Own Budget
iPad. C#, Unity.
An iPad game that combines a customizable environment with lessons about financial responsibility.

What I did:
  • Served as lead developer
  • Implemented furniture catalog and arrangement systems
  • Wrote gameplay and UI systems
[App Store]
[Screenshots]

[Personal Projects]

See what I build for fun, including Unity tools, audio plugins, and other passion projects.