I'm Amy Singer, a passionate game developer who's been making games with Unity and Unreal since 2014.
I'm currently working on World of Warcraft as a Gameplay Software Engineer at Blizzard Entertainment.
If you'd like to see more detailed write-ups about my work, check out my blog!
A massively multiplayer online role-playing game released on PC.
Role on the project: Gameplay Programmer
Responsibilities include: Fixing bugs and implementing features that pertain to professions, combat, movement, and other various gameplay systems.
You can get the game on WorldOfWarcraft.com.
A multiplayer, spellcasting battle royale released on PC and console.
Role on the project: Gameplay Programmer
Responsibilities included: Fixing bugs and implementing features that pertained to combat, UI, and match flow.
You can get the game on Steam, Epic, Xbox, Playstation, and Switch.
A VR user generated content game released in early access on PC.
Role on the project: Gameplay Programmer
Responsibilities included: Fixing bugs and implementing features that pertained to user generated content and database interfacing.
A wacky 3rd person multiplayer golf game for PC.
Role on the project: Gameplay Programmer
Responsibilities included: Fixing bugs and implementing features that pertained to PvP interactions, match flow, UI, and optimization.
Project Radical Adventure (working title) is an action platformer in which you play as characters who have super speed and other abilities. Run on walls, run through loops, and boost through enemies as you make your way to the finish line.
This project is being treated as an early access game with new builds being made available when significant progress is made.
You can find the game on the Itch.io storefront.
Role on the project: Lead programmer, level designer, and 3D artist
Desiderium is a third person, adventure platformer in which you play as a character exploring a barren world looking for their friend.
This game was released on February 22, 2020 on the Itch.io storefront.
Role on the project: Lead programmer, level designer, and 3D artist
The Final Disaster is an infinite runner made in 48 hours for the IGDA's online game jam, eJam. I worked on a team of 5 as a gameplay programmer. I was responsible for coding the character movement and the pick up/drop off interaction with NPCs.
You can find the game on the Itch.io storefront.
Role on the project: Gameplay programmer
An ongoing project of mine has been in maintaining and updating a public Google spreadsheet of terms/concepts that are helpful for game developers to know. This is in the interest of normalizing openness and transparency in the games industry so that we can help each other grow by sharing our knowledge, and to help to break down that barrier of ambiguity that makes it so difficult for new developers to navigate this secretive industry. These are terms/concepts I've picked up on over the years working at various game studios and talking with other game developers in local communities.
You can find the document here.
Before getting into the games industry, I was living in the state of Connecticut, working as a software engineer while pursuing game development in my free time. While living in Connecticut, I met a number of other folks who were also interested in game development. I eventually became a founding member of GameDevCT along with those folks. GameDevCT is a group dedicated to fostering the game development community and industry in the state of Connecticut. I volunteered as a board member until 2024. As a trans woman in the games industry, I feel very strongly about creating safe spaces for other game developers.