Meggie Cheng

I'm a Gameplay Programmer

About

Hi, I'm Meggie! I'm a Gameplay Programmer & Software Developer.

🌟 I’m currently open to new opportunities!
💼 Roles: Mid-to-Senior Gameplay Programmer or Software Engineer
📍Location: Seattle preferred; also open to Texas, California, or remote roles (Hybrid/Remote ideal)
🏢 Past Experience: Amazon Games, Hewlett Packard Enterprise

🕹️ A bit about my work
At Amazon Games, I contributed to New World (MMO) on the Progression and MTX teams: owning complex systems such as inventory/storage, paperdoll/gear sets, loot, rewards, and the in-game MTX store. I also supported several other gameplay teams (at least six!), so I’m comfortable ramping up fast and wearing many hats.

Outside of work, I’m an indie dev who’s made numerous game jam and personal projects, handling anything from art and design to programming and project management. Feel free to visit my Itch.io page and play them for free!

I love learning, tackling new challenges, and collaborating with creative teams. So even if your role isn’t strictly game dev-related, I’d love to hear about it!
If you hear of any opportunities or just want to catch up, please reach out to me on LinkedIn or via email.


And now, some fun facts about me.

  • Recent Games I Like: Stardew Valley, Genshin Impact, Honkai Star Rail, Peak, Palworld, Hades, Dave the Diver, Chants of Senaar, Vampire Survivors, PlateUp
  • Older Games I Like: Minecraft, Pokemon Pearl, Pokemon Mystery Dungeon, Pokemon Rangers, Ace Attorney, Super Mario Bros Wii, Super Mario Galaxy, Katamari Damacy, Lumines, Tetris, Aion, Toontown
  • I enjoy: Doing game jams with friends, attending anime & gaming conventions, vending at artist alleys, cosplaying for fun, going to renaissance festivals
  • My art: Concept Art, Illustration, Pixel Art, 3D Modelling, Animation, Artist Alley (fanart, oc, product design)
  • My crafts: Scrapbooking, Junk Journalling, Sewing, Cosplay, Crochet, Printmaking
  • Places I want to visit: China, Korea, Japan, Switzerland (never been)
  • Favorite exercise: Walking, racket sports (tennis & ping pong the most), climbing, hiking, volleyball

Thanks for stopping by!

Resume

Portfolio

Various projects I've worked on over the years.

  • All
  • Games
  • Tools
  • Graphics

Cosmic Fruit Loops (2025)

Created in Godot with Azafeoa, Goos, and FeBLeSs for GMTK Game Jam 2025 (4 days). The theme of the jam was "Loop". A 2D puzzle game with retro graphics.

That Time I Got Reincarnated as a Gun and Had to Buy People to Protect My House (2025)

Created in Godot with Azafeoa, Goos, and Karurosu for Pirate Software Game Jam 16 (2 weeks). The theme was "You are the weapon". A tower defense game with a unique twist.

bleep bloop (2024)

Created in Godot with Azafeoa and Goos for PROCJAM 2024 (10 days). A procedural Game of Life simulator and generative audio tool.

New World Aeternum (2024)

New World is a massively multiplayer online role-playing game developed by Amazon Games.

Look Sharp, Major! (2024)

Created in Godot with Azafeoa and Goos for GMTK Game Jam 2024 (4 days). A Survivors-like bullet heaven starring Major the conductor penguin — built to scale!

Dew (2024)

Created in Godot with Azafeoa and Goos for Pixel Game Jam 2024 (9 days). The theme was "Aqua". A puzzle platformer featuring form transformations.

Pokedew Mystery Dungeon Game (2022)

A 2D top-down dungeon crawler made in Unity with procedurally generated maps. Inspired by Stardew Valley’s mines gameplay.

Procedural Pokemon Mystery Dungeon Generator (2021)

Procedural Loquat Tree Generator (2021)

Harry Potter and the NLP Generated Visual Novel (2020)

Created in Ren'Py with Allison Kim. A short, silly dating sim VN featuring GPT-2 generated plots and dialogue trained on Harry Potter canon and fanfiction.

Shadertoy: Mitzi from Animal Crossing (2020)

Written in GLSL. Created entirely with math functions — no meshes imported.

AnisoMPM: Animating Anisotropic Damage Mechanics (2019–2020)

Collaborated with Josh Wolper, Chenfanfu Jiang, and Jacky Lu on SIGGRAPH 2020 research video. Built Houdini scenes, lighting, and materials.

Monte Carlo Path Tracer (2020)

Implemented a ray and path tracer in C++ with OpenGL following PBR principles. Supports global illumination, MIS, kd-trees, and various BSDFs.

Mini Minecraft (2019)

Coded in C++ with OpenGL. Implemented player physics, collision, L-systems, and procedural rivers, caves, and trees.

DASH! (2017)

Made in GameMaker Studio with Max Zhou and Ariz Taqvi. A 2d retro style arcade game.

Sweet Dreams (2016)

GameMaker Studio project with Max Zhou and Ariz Taqvi. A 2d platformer.

Contact

Feel free to email me at meggiecheng2 [at] gmail, or send me a message on LinkedIn.