
Tony Hough
Versatile engineer focused on interactive systems: game development, educational software, data visualization, and more.
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About
Versatile engineer focused on interactive systems: game development, educational software, data visualization, and more. Aside from technical skills, I also have experience with branding, marketing, and distribution. I've shipped several commercial products, and I'm now looking to collaborate with the right team.
Experience
Founder & Developer at Hough Studio (2021-01 – 2026-08)
Built, shipped, and maintained independent PC/Mac games and interactive software, owning engineering, design, platform integration, content pipelines, and post-launch updates.
- Shipped Golf Around, a multiplayer PC/Mac golf game featured on the Steam bestseller list and rated 94% positive. Executed 4 major post-launch updates.
- Generated significant organic reach, including 20M+ YouTube views across creator/player content.
- Supported a creator ecosystem with 2,000+ user-created levels, custom 3D model importing, and multiple major content updates.
- Shipped Golf Around 2, a sequel with redesigned systems, expanded content, and new technical architecture.
- Shipped and prototyped additional independent projects, including Golf Galore and Dungeon Gang.
- Built MIDI Magician, a music visualization/piano education system involving MIDI parsing, timeline playback, scrubbing, synchronized 3D animation, and interactive playback.
- Built Rasa, an in-development complex RPG game featuring cell streaming, terrain generation, delta-based saving, NPC features, and combat.
Network Engineer, Contract at Blinkmoon Games (2024-03 – 2024-05)
Optimized complex networked projects in Unity.
- Improved session flow, stability, and performance through network programming.
- Optimized compilation workflows involving shaders and external packages, resulting in order-of-magnitude speedups.
Engine Programmer at Cybernetic Entertainment (2018-09 – 2020-10)
Built interactive edutainment prototypes.
- Built edutainment prototypes involving robotic characters, real-time animation, tutoring flows, and interactive gameplay.
- Built a piano tutor prototype that parsed arbitrary MIDI files, simplified arrangements into playable note sequences, generated finger assignments, and rendered performances with inverse kinematics.
- Built a chess tutor prototype with a custom chess engine, move-evaluation logic, and inverse-kinematic character animation.
Education
Bachelor of Science in Computer Science – Trinity University (2018-05)

