Liam Hurt is a systems-focused software engineer with 10 years of experience designing scalable game systems and bespoke tooling for Unreal and Unity. He combines deep C++ expertise with practical design intuition to optimize performance and artist workflows—e.g., cutting animation frame time by 48% and reducing artist iteration by 40% at Frost Giant. Liam builds editor integrations and pipeline automation (Houdini↔Unreal/Blender, USD/FBX workflows) that let designers iterate in-engine, slashing asset production time by up to 60%. Comfortable across gameplay systems, netcode, VFX integration, and editor UX, he regularly chooses pragmatic technical paths (UMG, Detail Customizations) to accelerate prototyping and maintenance. Based in Los Angeles, he’s shipped core systems that helped secure significant funding and has a history of collaborating directly with indie teams to make tools adaptable rather than one-off. Beyond game code, Liam’s background in web and ops work gives him a strong appreciation for robust pipelines and developer ergonomics.
10 years of coding experience
2 years of employment as a software developer
Full stack web developer Web/Multimedia Management and Webmaster, Full stack web developer Web/Multimedia Management and Webmaster at Code Tahoe - 12 Week Summer Immersive for Full-Stack Developers
Game Design Engineering Computer Games and Programming Skills, Game Design Engineering Computer Games and Programming Skills at University of Silicon Valley
Code Computer Science, Code Computer Science at 42 Paris
Basic web development Computer Science, Basic web development Computer Science at Code Tahoe - Intro to Front-End Web Development
Contributions:46 PRs, 75 pushes, 53 branches in 2 months
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