Hunter Pollock
hunter@bsu:~$software engineer
// b.s. computer science @ bridgewater state university * foxborough, ma
currently building Perch, a notch overlay for windows launching on Steam
Access COMP-335 area here →
scroll to continue ↓
hunter@bsu:~$software engineer
// b.s. computer science @ bridgewater state university * foxborough, ma
currently building Perch, a notch overlay for windows launching on Steam
scroll to continue ↓
hunter@bsu:~$cat about.md
I'm a Computer Science student at Bridgewater State University (B.S., expected May 2028) and have been programming for about eight years. I started by making Roblox games when I was a teenager and have since moved down the stack. Most of my work today is C & C++ desktop and systems software & backend services.
I care about how things actually work: the allocator behind the API, the scheduler underneath the render loop. I like writing something end to end, from architecture and implementation, through infrastructure, documentation, and release.
> interests: systems programming, backend infastructure, real-time rendering and UI, game development, compilers and language development
hunter@bsu:~$cat experience.md
hunter@bsu:~$ls projects/
A from-scratch successor to Blitz3D: a statically typed BASIC-style language, it's compiler, and a full standard library, so writing a game feels as quick as it did in 2001, and the result ships as one executable with no runtime to install.
Utilized frontier models and agentic workflows, with up to a dozen parallel agent sessions each building one component of the language in its own worktree, with me directing the language design and architecture, ruling on every language and library decision, and reviewing all output. The compiler is built in C++23 with LLVM's C API and links with lld. It runs source through a lexer, parser, semantic analysis, a mid-level IR with its own compile-time interpreter, and LLVM codegen, for Windows, Linux, and macOS on x64 and ARM64.
The core language has Structs and Classes with automatic reference counting, nullable types that the compiler narrows after a check, and single inheritance with Abstract, Final, and Override. It has arrays and fixed arrays, Enums and @Flags, Defer, and errors as values with Throw, Try, Catch, and Finally. Weak references break cycles, and debug builds report leaked objects and point out the cycles that hold them.
Programs can span many files. The language adds tuples, function values and closures, generics with constraints, user-defined Operators, and Interfaces with default Methods. Extend adds members to existing types, and For In works over any sequence, with slices and ranges.
Code can run at compile time. Const Functions run in the compiler's own interpreter, generics can take constant values, and reflection walks a type's Fields, Methods, and attributes as the program compiles.
Concurrency is built in. There are threads, Atomic and Mutex types, Shared Classes, Spawn and Tasks, Parallel For, and Channels. Async and Await run over stackless coroutines, with schedulers made for game loops. The compiler's Sendable and @MainThread checks catch data races before the program ever runs.
Larger projects get modules with Import, From, and Public, Package, and Private visibility, and project.toml packages with native libraries. C interop covers Extern blocks, pointers under Unsafe, @CLayout structs on the C ABI of every target, and Callbacks from C. fb-bindgen turns any C header into a FutureBlitz module through libclang.
The standard library is written mostly in FutureBlitz itself, and every C library it uses is linked statically:
A property board game on Roblox for 2 to 8 players. Buy up the board, build to tier 5, take over rivals' streets, ride the bus, crack fortune cookies, and spin the lucky wheel. Win by owning three color sets, a whole row, or every server, or by being the last one standing.
Built on my own Luau framewokr: a server-authoritative rules engine whose events are replayed on every client at a set pace, schema-validated networking, replciated state stores, and ProfileStore saves. The menu and game run as separate places linked by teleports, with lobby codes, a live public lobby directory, one-tap Public Play matchmaking, and rejoin. Bots run on a context-aware heuristic AI that won 73% of 1,000 simulated games against it's previous version.
Features a cosmetics economy (a rotating shop, battle passes, packs, pieces, hats, dice, music kits, animated titles, and cinematic attack effects), leaderboards with rolling 7 and 30 day windows, a full win sequence with a podium, and separate layouts for PC, phone tablet, and console.
A live-ops panel runs on Cloudflare Workers behind Roblox OAuth. It covers role-based staff access, an audit log, moderation and player tools, a catelog and shop editor, economy alarms, analytics funnels, live events pushed to every server, and Discord alerts, all connected to the game through Roblox Open Cloud.
A notch overlay for Windows. Music, calls, volume, and user widgets live in one pill at the top of the screen: present when something happens, gone when it's done. Written in C++20 on SDL3 and OpenGL, with the UI rendered by CEF (Chromium Embedded Framework) off-screen and composited over the desktop through a click-through layered window.
Utilized frontier models and agentic workflows to design Perch's interface, arbitration engine, transition protocol, mod system, voice pipeline, and Perch Studio, with me directing the systems design & architecture, ruling on behavior, and live-testing every build. Providers feed a C++ core that owns all state. The arbitration engine ranks what is present by urgency and the user's settings, chooses features to display, and solves the layout. Each solve is pushed to the view as enter, exit, move, and morph/modify operations that spring-animate features into place. Every widget, built-ins included, is a sandboxed Luau mod loaded via the filesystem or through the Steam Workshop. Mods are written against a strictly typed API with scoped permissions. Perch Studio, a standalone mod IDE shipped as its on Steam tool, uses Monaco with luau-lsp over our API, displays previews through Perch's real rendering system, and publishes mods straight to the Steam Workshop.
An interactive map for Project Zomboid Build 42, built to replace the unstable official map. A C++ ingest pipeline reverse engineers the game's binary map and texture formats and renders the entire Kentucky world into a tile map. A React frontend layers game data on top.
Features a multithreaded isometric renderer with per-thread caches and a WebP tile pyramid, per-floor output enables floor switching and basement views, A* route planning over the street network with driving and walking ETAs, loot finder, base-finder, zombie heatmap, map zones, room interiors, vehicle spawn info, and more.
A DRM and software licensing platform for solo developers through enterprise clients: license validation, hardware-bound bans, and authenticated secret streaming behind a multi-region ASP.NET deployment.
The project was retired in 2025.
An endless runner on Roblox. Fly a helicopter as far as possible before crashing or running out of fuel, then spend earnings across about 60 purchasable parts covering blocks, propulsion, and aerodynamics.
Features procedural map generation with seeded random maps assembled from section models, connected seamlessly at runtime with no pop-in, a full part shop, building, painting, a plot system, a tutorial, and cross-platform controls and user interface.
Utilized Roblox's Funnel and Economy analytics APIs to fine tune gameplay mechanics and economy pricing.
~800K+ plays & peaked around 1,000 concurrent players
A Roblox adaption of COLDLINE by Adam Pype and Viktor Kraus. A short horror puzzle where players navigate an automated phone system under a 10 minute limit to stop a nuclear strike.
Features a complex telephone interaction system and behavior tree, a live map system which shows missile trajectory, sound system, and multi-platform support.
A multiplayer recreation of Five Nights at Freddy's 1 themed around Darius, an online personality. Players survive nights as security guards managing cameras and limited power against hostile NPCs.
Features a fully functional lobby / party system, full character customization, and an item shop.
~2.5M+ plays & peaked around 3,000 concurrent players
The site you're currently on, built with plain HTML, CSS, and JavaScript.
Over the past year I've moved most of my project development to AI-driven workflows, because that's where the industry is heading and I want to be good at it before I'm doing it on the job. I treat agents like a team I'm leading: I own the design and architecture, split the work into well-scoped pieces, run them in parallel, and review and test everything before it lands. The models write a lot of the code, but the decisions and the responsibility for what ships are mine.
This site is the opposite. Every line here was written by hand, with no AI involved.
hunter@bsu:~$cat skills.md
hunter@bsu:~$cat education.md
B.S. Computer Science
* Dean's List - Fall 2024, Spring 2025, Fall 2025, Spring 2026
* Dr. Linda Wilkens and Dr. Glen Pavlicek Scholarship Fund
hunter@bsu:~$cat contact.md
Open to internships, apprenticeships, and freelance work. Best way to reach me is by email or on Linkedin.