Hi! I'm

Cayman Kline

I'm a recent graduate from UCCS with a degree in Game Design and Development and a minor in Computer Science. I started programming when I was 13, developing Minecraft plugins for my friends, and quickly evolved into creating my own games.

I specialize in systems and gameplay programming, and I love the challenge of solving complex problems. Though, I’m especially passionate about narrative-driven games. My all-time favorite game is Outer Wilds. I hope to one day give people the same experience I had when I first played it.

I’m eager to gain experience at other studios so I can learn from the best, tackle new challenges, and bring innovative ideas to every project I work on.

<

ByteHack is a humor-filled, challenging puzzle platformer where players explore computer hardware (RAM, CPU, power supply) to get revenge on a villainous G.P.U. for destroying their sandwich. Players use finger guns to hack enemies and environments, changing their behavior to gain the upper hand.

I was a core programmer on a team of 11, contributing heavily to systems design and implementation. I developed key systems including the save system, in-house level editor, dialogue editor, trophy system, Steam achievements, event manager, audio system, and many, many other systems. I also handled a large amount of debugging and provided programming support through documentation and direct advice.

FEATURE HIGHLIGHT - LEVEL EDITOR

I built a custom level editor with a context menu that allowed designers to link objects quickly and visually. The system enforced specific connection rules, for example, platform terminals could only link to platforms, node networks could only connect to other nodes, and nodes could connect to any terminal. The editor displayed the connection with directional lines, and also in-game with an automatically generated grid-based cable, which pulsed when active to show where the connection led. Designers could also adjust object-specific properties directly in the editor, recording door states, platform paths, and more, without needing to modify the object directly. Compared to manual linking, which caused hard-to-track bugs from missed links, the system cut down iteration time and reduced design errors significantly receiving high praise from the team.

EXPERIENCE HIGHLIGHT - MULTIDISCIPLINARY TEAM

ByteHack was my first experience working in a large, multidisciplinary game development team, and one of the most rewarding aspects was collaborating across different roles to bring the game to life. I worked closely with the art lead to ensure that background assets aligned properly and were generated correctly, verifying that animations functioned as intended, and other related tasks. With the sound lead, I implemented and integrated sound effects while also developing a simple in-engine audio system to streamline her workflow, allowing for easier audio manipulation. Additionally, as mentioned above, I collaborated with designers to create tools and systems that made level design and implementation smoother, such as the in-house level editor and event manager. Communication and problem-solving were key throughout development, and I enjoyed tackling technical challenges that helped make my teammates' jobs easier.