Dustin Biser is a Senior Combat Designer with 13 years crafting player-centric melee and third-person combat systems across AAA and indie projects, currently shaping combat at Cloud Chamber. He blends deep Unreal Engine implementation skills with design expertise in Player 3Cs, enemy behavior, hit-feel tuning, and AI attack logic to make encounters feel responsive and readable. His background includes systems work at Respawn (Apex, Jedi) and Blizzard (Diablo IV), where he translated playtest feedback into tangible design solutions that reinforced player roles and exploration. On personal projects he rebuilt Death’s Door–inspired combat in Unreal, handling animation, VFX, SFX, aim-assist, and an enemy ticketing system end-to-end—showing both design and hands-on technical craft. He also contributes performance-minded fixes to notable open-source math libraries (GLM), revealing a knack for low-level optimization alongside high-level gameplay design. Combining a dual STEM education in math and physics with production experience, Dustin excels at turning quantitative thinking into precise, tactile game feel.
13 years of coding experience
Bachelor of Science Mathematics, Bachelor of Science Mathematics at University of Maryland
Contributions summary:Dustin primarily focused on optimizing the `glm/gtc/quaternion.inl` code, refactoring and improving the `mat3_cast` function for performance and accuracy. They also addressed a typo in the `quaternion.inl` file, correcting an assert error. Furthermore, the user removed unnecessary divisions in matrix inverse calculations within `func_matrix.inl` and updated the documentation for the `distance2` function in `norm.hpp`.
Contributions:126 commits, 100 pushes, 1 branch in 1 year
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