
Benjamin Hubner
Game Programmer and Software Engineer
About Me
Hello! My name is Benjamin Hubner. I'm a game programming graduate from Champlain College. I graduated Cum Laude in May of 2021 with a Game Programming major and a minor in Mathematics. I am passionate about both computer programming and game development, and game programming turned out to be a great intersection between these two interests.
Over my four years as a student at Champlain College, I have gained a great deal of both computer programming and game development experience, creating many game prototypes focusing on different sections of the game programming pipeline. I also gained hands-on experience during an international internship at the Montreal-based company Back To The Game, where I worked as a game programming intern working on a variety of features for their game City Cleaner. I have developed many skills in my field over the years, including the C programming language family, GLSL shader programming, networking, artificial intelligence, and more.
With projects like Live/Wire, my Capstone project for Champlain College, I have game development experience in both Unity and Unreal Engine. Additionally, many of these projects also granted me experience collaborating with other developers from different fields, both in an interpersonal sense, being able to communicate effectively with others, and a technical sense, using version control options like Git and Subversion.
As of 2025, I have also gained a great deal of work experience! From January - July of 2022 I worked as a Software Engineer Intern for Survios on their recently released Unreal Engine 5 game Alien: Rogue Incursion, where I worked on gameplay features such as player movement/interaction, enemy behavior, and saving and loading progress. This was also a great collaborative experience for me; while I was already used to working with others (both in and out of my field), getting additional communication experience this time in a professional environment was very valuable. Getting feedback from artists and designers and revising my work based on that information was a skill developed here that serves me greatly, especially during the latter portion of my time at InMotion.
Speaking of which, from October 2022 to March 2025 I was employed as a Junior C++ Developer for InMotion Software, working on a variety of both client and in-house projects. From October 2022 - September 2023 I worked on NBA 2K23 and NBA 2K24 for our client Visual Concepts. This work was mainly focusing on fixing gameplay issues across the Nintendo Switch port of both games. This was my first time working on a AAA title and developing for a console, so learning the development process for the Switch while working in a long-maintained codebase (dating back to 2012 in some parts) was challenging but also quite rewarding! After that client, from October 2023 to March 2024, I worked on an in-house project called Project Cipher. This was a top-down action RPG inspired by Diablo and Dark Souls. On this project I mainly worked on enemy functionality (including behaviors and attacks) and game world systems (like arena hazzards and NPC behaviors). I also got to stretch my design muscles, something I otherwise haven't had much experience in, getting to design combat encounters and environments for the game. After that, from April - July 2024, a small group of engineers including myself were contracted to work on our client Minted Loot's game ChronoForge, a fantasy MMO. During this time, I worked on fixing various issues related to the the online nature of their MMO (both front-facing issues like correctly saving and loading player positions on the MMO overworld and fixing travelling between various online features, and backend issues relating to client communication with AWS server). This project also had an interesting communication challenge; since Minted Loot is based in Australia and another developer contracted was based in Thailand most of our communication was in between each others working hours. Thankfully, due to successful use of task tracking and lots of communication the few times we could meet at the same time, we were able to get our deliverables finished and issues fixed in a reasonable time. My last client project during my time at InMotion was from August - December 2024, where we worked on quite a few prototype games for Netflix and their new game streaming service. Since much of my college career had involved rapid prototyping game ideas, this project was actually quite fun for me! We ended up working on several sports-themed game ideas, and I was able to work on both front-end work like UI and game logic (since I mainly worked on golf and tennis prototypes I worked on the functionality that handles scoring and game win/loss) and back-end work with interfacing with Netflix's API for controller support (since this was game streaming, we needed to use phones as controllers for this project). Finally, from January - March 2025, I worked on another in-house project codenamed Project Ashes, a simple resource-collecting game with roguelike elements. Since this was an InMotion-owned project I was able to work on and own larger features than before; I was in charge of creating the player's inventory, upgrades, and base player functionality. Working on those systems also meant plenty of UI work to display/use these resources, and while working on that I learned how to implement the MVVM design pattern to have more robust and modular UI setup.
I'm currently looking for a full-time position as either a game programmer or software engineer at a creative, forward-thinking company!
Portfolio
Now that you know a bit about me, check out some of my projects!
Contact Me
Email: bhubnerofficial@gmail.com
Phone: (203) 739-5413
Resume: Here
LinkedIn: linkedin.com/in/benjamin-hubner/


