

Aspiring Professional Game Developer
Hi, I’m Aidan Hart! I’m a passionate game developer and a recent graduate of GameDevHQ, where I’ve been honing my skills in Unity for over a year. My experience spans 2D, 3D, VR, and AR development, and I love bringing interactive worlds to life. I’ve also worked with industry-standard tools like Cinemachine and Timeline to enhance the cinematic quality and immersion of my projects.
Based in beautiful Honolulu, Hawaii, I’m always eager to learn, create, and push the boundaries of what’s possible in game development. I am the oldest of four siblings and am excited to begin a professional career in game development.
PROJECT SHOWCASE
Check out a sampling of my projects below!
Each one includes a link to a Medium article where I break down my creative process and development insights.

- Resolved XR simulator and plane material issues for accurate rendering.
- Developed an AR raycast prefab for interactive object selection.
- Implemented AR raycasts to enable object selection, rotation, scaling, and movement.
- Designed and integrated UI elements and interactive annotations for a better user experience.
- Replaced placeholder cubes with detailed 3D vehicle models for a more immersive and realistic experience.

- Implemented a ray interactor-based movement system for intuitive navigation.
- Developed a physical player body to prevent phasing through solid objects.
- Integrated animated hand models that respond to button inputs for realistic interactions.
- Enabled player teleportation using target reticles for smooth movement.
- Added teleport anchors and areas, allowing for both free and restricted teleportation.
- Created grabbable objects with adjustable physics using Physic Materials for a more immersive experience.
- Designed interactive levers and socket interactors to enhance environmental interactions.

- Utilized various Cinemachine virtual camera types, including Free Look, Blend List, Switch, Dolly Track, Target Group, and Clear Shot cameras for dynamic scene composition.
- Adjusted body and aim settings of virtual cameras to enhance framing and movement control.
- Applied different Timeline animation extrapolations, such as Hold, Loop, Ping-Pong, and Continue, for smooth and varied animations.
- Created immersive cutscenes using Cinemachine and Timeline, adding cinematic storytelling elements to the project.

- Implemented Enums to define a finite state behavior system for enemy AI.
- Utilized raycasts to detect successful hits on robotic targets.
- Introduced object pooling to optimize performance and reduce memory usage.
- Implemented an accurate crosshair for precise aiming and shooting mechanics.
- Integrated NavMesh for smooth and intelligent AI navigation.
- Developed a HUD with real-time player feedback and added sound effects for both player actions and enemy interactions.

- Utilized Unity’s Tilemap system with animated tiles for dynamic level design.
- Implemented abstract classes for scalable and reusable code architecture.
- Designed adaptive hitboxes that change based on player and enemy animations for accurate combat interactions.
- Added cross-platform support, ensuring smooth gameplay across different devices.
- Integrated a rewardable ad system to enhance monetization and user engagement.
- Developed a loot and shop system, allowing players to collect and purchase items for progression.

- Developed two turret types: one for targeting single enemies and another for attacking groups.
- Created a functional tower placement system utilizing tags and layers for precise positioning.
- Implemented a dynamic spawn system that tracks the number of enemies that are spawned and destroyed.
- Used colliders to detect when turrets and enemies should engage in combat.
- Designed an intuitive upgrade system that checks the selected turret type before prompting the player to upgrade.

PHONE: 808.589.7517
EMAIL: [email protected]