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


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hunter@bsu:~$cat about.md

#About

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

~8yearsprogramming
~3.9major gpa ; 3.6 overall
650K+steam downloads
5M+all time plays across shipped games

hunter@bsu:~$cat experience.md

#Experience

September 2026 - current

Teaching Assistant / Peer Assist Leader (PAL)

Teaching Python Communication Debugging
May 2022 - May 2023

Customer Service Representative * Shaws

Customer ServiceTraining

hunter@bsu:~$ls projects/

#Projects

futureblitz/

October 2026 - present in development

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:

  • Basics: collections, formatting and parsing (with a debug form for every value), Unicode text with a built-in Char, regex, Markdown, and templates.
  • Math: vectors, matrices, noise, and splines; big integers, decimals, and units of measure.
  • Data: built-in Load and Save that serialize any type; JSON, MessagePack, TOML, CSV, INI, XML, and YAML; Protocol Buffers read straight from .proto files.
  • System: streams, files, and a virtual file system with embedded assets; time zones, processes, cryptography, compression and archives, UUIDs, and SQLite.
  • Programs: image codecs and drawing, terminal UIs, and pathfinding.
  • Networking: TCP, UDP, IPC, and LAN discovery; TLS, an HTTP/2 client, an HTTP server with WebSockets, and reliable UDP for multiplayer games.
C++23 CMake Ninja LLVM lld libclang GCC MinGW-w64 Clang clang-format clang-tidy Catch2 toml++ fast_float Python Git GitHub GitHub Actions WSL libuv mbedTLS libcurl nghttp2 SQLite zlib-ng zstd LZ4 liblzma minizip-ng libtommath mpdecimal IANA tzdata xxHash BLAKE3 Argon2 crypt_blowfish Monocypher utf8proc PCRE2 md4c stb_image libwebp nanosvg Protocol Buffers JSON MessagePack TOML YAML XML WebSockets ACME HTTP/2 TLS mDNS Language Server Protocol VS Code Extensions Cloudflare Workers Cloudflare R2 Cloudflare D1 Cloudflare Durable Objects Cloudflare Queues Cloudflare Containers Cloudflare Workers Analytics Engine Cloudflare Email Service Cloudflare Turnstile Astro MDX Shiki Pagefind Svelte 5 CodeMirror 6 TypeScript pnpm Hono Drizzle ORM Zod SimpleWebAuthn WebAuthn Arctic OAuth OIDC Vulkan MoltenVK SDL3 Jolt Physics miniaudio fastgltf glTF 2.0 KTX2 Compiler Construction Language Design

bloxopoly/

September 2026 - present live play now

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.

Luau Roblox Studio TypeScript React Hono Cloudflare Workers Cloudflare D1 Cloudflare R2 Durable Objects Roblox Open Cloud OAuth TailwindCSS

perch/

August 2026 - present in development perchapp.org

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.

C++20 SDL3 OpenGL 3.3 CEF (Chromium Embedded Framework) Win32 Luau CMake HTML CSS Steamworks

zomboid-map/

August 2026 - present live zomboidmap.com stats.zomboidmap.com

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.

C++20 TypeScript React Cloudflare Pages Cloudflare R2 Cloudflare Workers

nuauth/

2023 - 2025 retired

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.

C# C++ Rust HTML CSS TailwindCSS ASP.NET Core MVC EF Core PostgreSQL Redis Docker

build-a-helicopter/

August 2025 live play now

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

Luau Roblox Studio

cold-call/

July 2024 live play now

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.

Luau Roblox Studio

five-nights-at-darius/

August 2023 - May 2024 retired

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

Luau Roblox Studio

this-website/

live

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.

HTML CSS JavaScript

hunter@bsu:~$cat skills.md

#Skills

[languages]

C C++ C# Lua Luau Java HTML CSS JavaScript TypeScript BlitzBasic Python SQL Bash

[systems_and_libraries]

Win32 API SDL3 OpenGL GLFW ImGui Chromium Embedded Framework Sol2 Lua C API Steamworks SDK Steam Workshop Memory Management RAII Multithreading Ansynchronous Programming Atomics Embedded Systems Microcontrollers

[compilers]

Compiler Construction Lexers & Parsers Abstract Syntax Trees Code Generation Bytecode VMs Interpreters Language Server Protocol

[building_and_toolchains]

CMake Ninja vcpkg MSVC GCC Clang MinGW clang-format clang-tidy MSBuild .NET SDK Maven Gradle

[backend]

ASP.NET Core Entity Framework Core PostgreSQL Redis MySQL SQLite Database Design Indexing & Query Optimization REST API Design Web Sockets Long Polling OAuth Applied Cryptography Unit Testing Structured Logging Seq Telemetry Pipelines

[operating_systems]

Windows MacOS Linux Ubuntu Fedora Server Administration systemd SSH tmux nginx Firewalls (ufw) User & Permissions Management cron Shell Scripting Package Management (apt & dnf) Log Management

[infra_and_ops]

Docker Docker Compose Cloudflare Workers Cloudflare Pages Cloudflare R2 Cloudflare D1 Cloudflare DNS GitHub Actions

[web_and_desktop]

React Node.js TailwindCSS HTML CSS Electron Monaco Editor WPF WinUI UWP .NET MAUI Unity Roblox Studio Blitz3D Minecraft Plugins (Bukkit, Spigot, Paper)

[tools]

Git GitHub Neovim tmux CLion Rider IntelliJ IDEA RustRover Visual Studio Visual Studio Code WSL Figma ffmpeg Wireshark x64dbg Photoshop Affinity Photo 2

[misc]

Sales Funnel Optimization Data Analysis Project Management Code Review Customer Support

hunter@bsu:~$cat education.md

#Education

Bridgewater State University

September 2024 - May 2028 in progress

B.S. Computer Science

gpa3.6 overall / 3.9 major
gradejunior
campus jobTeaching Assistant / Peer Assist Leader (PAL)

* Dean's List - Fall 2024, Spring 2025, Fall 2025, Spring 2026
* Dr. Linda Wilkens and Dr. Glen Pavlicek Scholarship Fund

relevant coursework

Single Variable Calculus I (A) Computer Science I (A) Computer Science II (A) Computer Organization (A) Data Structures & Algorithms (A) Linear Algebra (A) Unix/Linux System Administration (A) Computer Networks (A) Discrete Mathematics I (A) Web Application Development (in-progress) Software Engineering (in-progress) Analysis of Algorithms (in-progress) Statistical Methods I (in-progress)

Foxborough High School

September 2020 - June 2024 graduated

relevant coursework

Pre-Calculus (A+) Algebra 2 (A+) AP Computer Science A (4)

hunter@bsu:~$cat contact.md

#Contact

Open to internships, apprenticeships, and freelance work. Best way to reach me is by email or on Linkedin.