Stephen A. Hough

I build interaction.

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. Currently based in San Antonio, I’m open to relocation.

94%positive reviews
20M+YouTube views
2,000+user-created levels

Skills

Focus

Algorithms, network programming, physics, UI/UX, optimization, prototyping, 3D modeling, interactive 3D, data visualization, AI, and agentic coding.

Languages

C#, C++, Python, Java, JavaScript, WASM, SQL, Go, Rust, and Assembly.

Tools

Unity, Unreal, Codex, Claude Code, Blender, Maya, 3DS Max, Git, and Adobe Creative Suite.

Experience

Jan 2021 — Aug 2026

Founder & Developer

Hough Studio

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.
Mar 2024 — May 2024

Network Engineer, Contract

Blinkmoon Games · Vancouver, BC · Remote

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.
Sep 2018 — Oct 2020

Engine Programmer

Cybernetic Entertainment · Dallas, TX

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
May 2018

Thesis

AI solver for incomplete-information games using CFR+.

Advisor: A. X. Jiang

Interests

  • Chess Expert (2070 FIDE, 2600+ online rating)
  • Piano player & composer
  • Japanese speaker