-- ~/portfolio/README.md · git status: clean

Hunter Pollock

>

-- b.s. computer science @ bridgewater state university · foxborough, ma

j / scroll to continue ↓

-- ~/portfolio/about.md

#About

Computer Science B.S. student at Bridgewater State University (expected May 2028), carrying a 3.6 GPA with a 3.9 in-major. Self-taught developer for roughly nine years, shipping on Roblox since 2015 with games totaling over 4 million joins.

I care about how things actually work: the allocator behind the API, the protocol under the framework, the scheduler beneath the game loop. Most of my time goes into building servers, engines, and tools from as close to the metal as the project allows.

> interests: backend systems, systems programming, low-level / kernel work, game development, programming language design

~8ywriting software
4M+game joins shipped
2,500peak concurrent players
3.9major gpa

-- ~/portfolio/skills.toml

#Languages & Skills

[languages.most_confident]

C# Java C / C++ Luau Python

[languages.familiar_with]

JavaScript / TypeScript Rust SQL HTML / CSS

[frameworks_and_tech]

ASP.NET (.NET 10) Entity Framework Core PostgreSQL Redis Docker TailwindCSS

[tools]

Git GitHub Linux / CLI JetBrains IDEs Visual Studio VS Code Neovim

[concepts]

OOP Data Structures & Algorithms Asynchronous Programming TCP/IP & UDP/IP Design Patterns MVC Architecture Relational Database Design Database Indexing & Query Optimization

-- ~/portfolio/coursework.lua

#Coursework

-- completed / relevant coursework · bridgewater state university
local coursework = {
  require("cs.data_structures_and_algorithms"),      -- 
  require("cs.computer_organization_and_assembly"),   -- 
  require("cs.operating_systems"),                    -- 
  require("cs.computer_networks"),                    -- 
  require("cs.unix_linux_system_administration"),     -- 
  require("math.linear_algebra"),                     -- 
  require("math.discrete_mathematics"),               -- 
  require("math.calculus_i"),                         -- 
}
return coursework

-- ~/portfolio/projects/ · 4 entries

#Projects

roblox-game-programmer/ · 2020 – present

Shipped multiple Roblox titles totaling over 4 million joins, peaking at 2,500 concurrent players and sustaining 100–300 concurrent for months between titles. Engineered multiplayer lobbies, matchmaking, avatar item economies, vehicle purchase and customization, and timed / achievement reward systems.

4M+ total joins 2,500 peak CCU 100–300 sustained CCU ~350K Robux earned (~$1,300 USD)

nuauth/

2024 – Present active

A full-stack DRM and software licensing platform targeting solo developers, small teams, and enterprise clients.

C#ASP.NET (.NET 9)PostgreSQLRedisDockerEF Core

-- built

  • Architected and implemented large portions of the backend DRM system: hardware-ID and IP-based ban enforcement, encrypted license validation, and authenticated file / variable / secret streaming to clients.
  • Designed multi-region production infrastructure: a central core app + database, a global Redis layer, and regional authentication nodes with local Redis caches for low-latency auth.
  • Multi-project ASP.NET architecture separating the core dashboard / API from dedicated auth nodes so each can scale independently.

build-a-helicopter/

August 2025 live

An endless-runner where players fly a helicopter as far as possible before crashing or running out of fuel, earning cash to spend across ~60 purchasable parts: building blocks, propulsion, aerodynamics.

LuauRoblox Studio

-- built

  • The entire shop system and all UI design and implementation across multiple platforms.
  • Procedurally generated map system: random maps from static seeds selecting between section models, connected seamlessly at runtime with no pop-in.
  • Profile system built on ProfileStore, extended with async writes.
  • The full building / painting / plot system, tutorial system, external rewards, and Roblox funnel + economy analytics.

-- proudest of

The procedural map generation and the UI. The shop alone handles ~60 parts across multiple platforms, on top of building, painting, and inventory.

-- hardest problem

Race conditions and exploit prevention. Solved rapid-purchase stock-limit bypasses and placement-based item duplication with mutex-like behavior, and countered map-escape exploits with server-side impossible-state validation.

cold-call/

July 2024 live

A Roblox adaptation of COLDLINE by Adam Pype & Viktor Kraus: a short horror-puzzle where players navigate an automated phone system under a 10-minute limit to stop a nuclear disaster.

LuauRoblox Studio

-- built

  • The telephone interaction system and its behavior tree.
  • The menu navigation tree, UI and map system, sound system, and multi-platform support.

-- proudest of

The phone system's menu tree and state management: a branching navigation system that tracks the player's position in the tree, handles invalid inputs gracefully, and resets correctly on failure.

-- hardest problem

The live map system required non-trivial math, and the phone menu had to be both reliable and extendable at the same time.

five-nights-at-darius/

July 2024 retired

A multiplayer recreation of Five Nights at Freddy's 1 reskinned around Darius, an online personality. Players survive nights as security guards managing cameras and limited power against NPCs, with multiplayer, full character customization, and an item shop. Most successful title: live for several months, peaking around 2,500 concurrent players.

LuauRoblox StudioASP.NET (.NET 10)PostgreSQLRedisDockerEF Core

-- built

  • The multiplayer lobby / party system and the entire lobby map build.
  • Full game-loop design and implementation, the camera system, character customization, and the item shop.
  • AI behavior and difficulty for all NPCs.
  • The external item database and shop state as an ASP.NET API, plus all UIs across all places.

-- proudest of

The NPC AI system: behavior driven by game state and the positions of other NPCs, with movement and aggression scaling by night and difficulty. NPCs transitioned between fixed positions with tuned timing and randomness for tension, while staying debuggable and tunable.

-- why retired

An external server dependency stopped functioning, so the title was retired.

-- ~/portfolio/contact.md

#Contact

Open to internships, collaboration, and interesting problems. Fastest way to reach me is email.

-- decorative command line · try :wq, :q, :help

:

:wq

"~/portfolio/index.html" written · © 2026 hunter pollock