Hi! I'm Julian Hernandez,
experienced game engineer!

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About Me

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Multifaceted MIT game engineer with 1.5 years of professional experience, including AAA development, based out of Seattle with experience primarily in Unreal Engine and additionally Unity and proprietary C++ engines. I've loved games and making them since I was in middle school!

I'm fluent in Python, C#, C++, C, Java, JavaScript, HTML, CSS, and SQL and quickly learn new languages. I'm experienced with using project tracking software like Jira and Azure DevOps and agile project management methodologies including Kanban and Scrum.

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Games I've Worked On

SHRAPNEL - Unreleased

A Web3 Unreal Engine 5 game I worked on as a game engineer. Designed, developed, documented, and tweaked the session director system that dynamically causes events to occur during a match based on various game variables. I also implemented various user abilities and perks, prioritizing their tunability by designers.

Forza Motorsport - 2023

Implemented and maintained a unified pause menu UI system usable across game modes in accordance with constantly evolving design decisions for Forza Motorsport, a first-party AAA Xbox and PC game built on a proprietary C++ engine. I also investigated and fixed bugs in areas including AI, accessibility, UI, controls, cinematics, rendering, and localization.

Horatama - 2021

I was a Unity programmer in a team of four that brought virtual pet horror game Horatama from a class project idea to a shipped Steam title. I designed and implemented core game systems and mechanics while managing the project, running playtests and making changes to the game, and going through the Steam publishing process.

Merge Critters: Idle Tycoon - 2019

I served as the Team Lead Programmer and Build Manager for Merge Critters: Idle Tycoon, a 3D Unity game released on the Google Play Store and the App Store (unfortunately it's no longer listed on Google Play). The game was made as part of MassDiGI's Summer Internship Program. I established a consistent coding style and a code review pipeline as well as making builds twice a week with platform-specific debugging. Our team of 6 got the game from pre-production to post-production within three months!

Contact Me

Know an engineering opportunity that fits me? Interested in collaborating? Send me an e-mail!

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