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.

Currently building Procedural planet-cave generation, Unity gameplay polish, and data-driven tools.
Fast proof 400k+ post ML pipeline, classroom teaching experience, and browser-ready Unity builds.
Standout angle Creative systems with technical depth: shaders, procedural generation, ML, and interaction design.
Portfolio screenshot showing an interactive project build
Portfolio screenshot showing a game or creative tool scene

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.

Screenshot of the Bluesky ML Labeling System

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
Screenshot of the Abstract Fighting Animation Project

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.

Screenshot of WordStream

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
Screenshot of the Planet Cave Demo

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
Screenshot of Wavebreaker

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 Wavebreaker

Resume

Experience, education, and skills

Experience & Education

  1. 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.

  2. 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.

  3. 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

Download Resume PDF
Portrait photo of Sam Hageman

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.

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