Collin's Portfolio

Software Engineer | Gameplay Systems | 5-Year USAF Veteran

Mission-minded systems for games, tools, and teams.

I am Collin Newman, a game developer who enjoys building backend systems that make design faster, cleaner, and easier to iterate on. With five years of U.S. Air Force cyber operations experience, I bring a systems-focused mindset to gameplay logic, quest systems, combat data, save/load flow, automation tools, and developer-facing interfaces that help teams build without fighting their pipeline.

About

Backend-leaning gameplay programmer.

I like building the invisible structure that makes a game easier to design, debug, and expand. My work tends to sit where gameplay systems, designer-facing workflows, and reliable runtime state meet.

5 Years

U.S. Air Force cyber operations and project support.

Game Systems

Quest flow, combat modules, save/load, interactions, and tooling.

Design Support

Data-driven setups that reduce friction for designers and teams.

Resume

Experience at a glance.

A concise snapshot of my technical background, military cyber operations experience, game development training, and systems-focused project work.

Resume

Open a clean two-page preview without leaving the portfolio.

Professional experience

Experience

Military cyber operations experience that shaped how I approach systems, documentation, coordination, and technical responsibility.

Open each featured card for role-specific detail.

U.S. Air Force / Network Operations
Featured

Network Management Operator

Maintained a mission-critical DoD network enclave, supported secure operations, helped with network refresh work, equipment turn-ups, cabling, patching, and cross-team coordination.

DISA STIGNetwork refreshSecure operations
U.S. Air Force / Project Coordination
Featured

Project Management Technician

Coordinated operations-center improvements, vendor purchasing, compliance tracking, recurring processes, and administrative handoff work across multiple cyber operations sections.

Project trackingVendor coordinationProcess cleanup

Projects and systems

Projects

Game projects, software tools, web work, and the systems I built inside them.

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C# / WPF / Win32 APIs
Featured

Ashen Tasker

Windows automation app with process targeting, macro file management, overlay controls, auto-clicking tools, hotkeys, and JSON-backed settings.

C#WPFXAMLWin32 APIs JSON settingsHotkeysOverlay UI
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Unity / C# / Gameplay progression
Featured

Hexville Heroes

Medieval RPG prototype with dungeon progression, keys and locked doors, interactable objects, prompt overlays, enemy encounters, and level travel flow.

UnityC#Dungeon flow InteractablesKey/door logicEnemy encounters
View repository
Development direction

Data-Driven Design Support

My strongest preference is building systems where designers can change content through assets, exposed properties, and placed actors instead of needing code changes for every gameplay tweak.

Data assetsReusable componentsEditor-friendly workflows
HTML / CSS / JavaScript

Aspen Studio Website

Personal web identity with animated visuals, responsive layouts, Discord profile integration, project links, and a separate portfolio subdomain.

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Ashen Bloom / Quest architecture

Quest & Objective Pipeline

Led and solo-developed the quest-facing pipeline for givers, gates, triggers, interactables, objective markers, and designer-configured narrative progression.

Quest giversObjective triggersQuest gates
Ashen Bloom / Combat architecture

Combat Data Modules

Worked on combat module structure using loadouts and data assets so attack behavior, ability setup, and enemy engagement rules could be tuned without hardcoding every variation.

Combat loadoutsData assetsEnemy attacks
Ashen Bloom / Persistence

Save & Load Flow

Led the save/load flow for persistent runtime state, player progress, inventory/currency-style data, and systems that need to restore cleanly after loading.

SaveGameRuntime stateProgress tracking

System highlights

What I like building

Quest & Objective Flow

Solo-developed quest givers, objective triggers, quest gates, markers, and progression rules that connect narrative beats to world interaction.

Combat Modules

Data-backed combat components, ability/loadout setup, attack windows, collider timing, enemy attack selection, parry, and dodge flow.

Save & Runtime State

Led persistent state for inventory, player progress, checkpoints, and systems that need to recover cleanly when the player returns.

Designer-Friendly Tools

Exposed settings, reusable actors, and data-driven workflows so design iteration is fast, clear, and less dependent on programmers.

Capabilities

Skills

A mix of game programming, application development, and operational experience from both school projects and military cyber work.

Unreal Engine Unity C# C++ Lua WPF XAML Gameplay Systems Quest Systems Combat AI Behavior Trees Save / Load Data Assets HTML CSS JavaScript JSON SQL Git Perforce Visual Studio Linux UI/UX Documentation

Education

Game development foundation.

Formal game development training layered on top of military technical operations experience.

Bachelor of Science in Game Development

Full Sail University | Winter Park, FL | July 2026

C++C#Data Structures Unreal EngineUnityAI Systems Game ArchitectureGameplay Systems

Contact

Let's build something maintainable.

I am interested in gameplay systems, backend-leaning tools, technical design support, and projects where clean systems help a team move faster.