Sam Hageman
Creative developer building polished, playable systems and practical tools.
I'm a University of Waterloo Data Science BMath co-op student who likes turning technical ideas into playable systems, polished tools, and projects that feel thoughtful from both the code and user experience sides.
Selected work
Projects worth exploring
A mix of game systems, applied machine learning, and animation-focused prototypes. These are the projects that best show how I think through systems, polish, iteration, and technical tradeoffs.
FeaturedProcedural generation
Procedural Planet Cave System
A Unity system for generating small explorable planets with cave networks, surface openings, custom gravity, prop placement, and stylized shaders. I built the pipeline around density maps, cellular automata, Marching Cubes-style meshing, and gameplay tools so the world can move from raw generation into a playable environment.
- Unity
- C#
- Procedural meshes
Machine learningData pipeline
Bluesky ML Labeling System
A Python pipeline for processing 400k+ Bluesky posts, engineering text and behavioral features, and comparing models for AI-account classification. The project connects data processing, model evaluation, and a live labeling-service workflow.
- Python
- pandas
- scikit-learn
- Bluesky API
AnimationCombat feel
Abstract Fighting Animation Project
A Unity combat-animation prototype focused on readable timing, clean state transitions, and satisfying feedback. I used it to experiment with attack data, animation blending, camera response, and the small details that make an abstract fight scene feel intentional instead of random.
- Unity
- C#
- Animation states
- Game feel
Playable builds
Unity WebGL demo shelf
Browser-playable Unity builds live here. Each demo is meant to be small enough to try quickly, but specific enough to show a concrete mechanic, system, or design decision.
Unity WebGLWord game
WordStream
A real-time word strategy game with dynamic tile placement, dictionary-backed validation, scoring rules, multipliers, and responsive feedback. It shows my interest in compact mechanics that still need careful UI, validation, and game-feel polish.
Play WordStream
Unity WebGLProcedural planet
Planet Cave Demo
A playable slice of the planet project: custom gravity on a small world, generated cave spaces, shader-driven surfaces, and prop placement rules that distinguish floors, walls, ceilings, and exterior terrain.
Play Planet Demo
Unity WebGLGame jam
Wavebreaker
A solo game jam build made from scratch in a single weekend. You play as a radio station in space, collect coloured waves with a dish, then fire them through an antenna to cancel out matching colours under tight time pressure.
Play WavebreakerResume
Experience, education, and skills
Experience & Education
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2025-Present
University of Waterloo — Data Science BMath Co-op
Studying data science and mathematics with a 3.9 GPA, while building practical projects across Unity, web, machine learning, and systems-oriented programming.
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2024-2025
Programming Teacher — School District 43 / CLCI
Designed and delivered programming curricula in Unity, C#, JavaScript/TypeScript, MakeCode, and Scratch for classes of 20+ students, including interactive tutorials and visual learning tools.
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2022-2024
Programming & Design Teaching Assistant — School District 43 / CLCI
Supported 300+ students across Python, C#, Scratch, Figma, and Adobe Suite; contributed 200+ volunteer hours helping with lesson delivery, troubleshooting, and student projects.
Skills
Languages
Python, C#, C, JavaScript, HTML, CSS
Tools
Unity, WebGL, Git, VS Code, Linux, Figma, Parquet, REST APIs
Strengths
Rapid prototyping, procedural systems, debugging, teaching, UI polish, feature engineering
About me
The person behind the projects
I like projects where code turns into something you can immediately feel: a generated cave that becomes explorable, a word rule that becomes a game, or a data pipeline that becomes a working labeler. My strongest work usually sits between technical systems and creative presentation.
In teams and hackathons, I bring a mix of implementation speed, debugging patience, teaching experience, and design sense. I enjoy making the first version work, then pushing past "functional" into something readable, polished, and easy for someone else to try.
Contact
Links, socials, and next steps
I'm always interested in internships, hackathons, game projects, and technical teams where I can build useful systems with creative polish. The best way to reach me is through the links below.