Content creation tooling
Crafting intuitive editors and in-engine utilities that keep designers, level artists, and animators iterating with confidence.
Tools Engineer & UX-focused Developer
I'm Jeremy Hummel, a software engineer specializing in game development tools, UI/UX systems, and gameplay-supporting applications. I build intuitive, powerful pipelines that help designers, artists, and engineers ship exceptional experiences across proprietary engines, Unity, and Unreal.
Collaboration across disciplines keeps me energized, and I'm always stretching my skill set, whether that's designing visual scripting systems, crafting data APIs, or prototyping new workflows.
Experience
I specialize in translating complex problems into approachable tooling, from editors for Diablo IV, to custom tooling and systems for Unity, and backend APIs that keep civic data organized. I move comfortably between UX research, systems design, and low-level engineering so teams can iterate faster with confidence.
Outside of development you'll usually find me gaming (Halo CE, The Witcher 3, Pokémon Emerald, and Baldur's Gate 3 are mainstays) or recharging outdoors by skiing, skating, hiking, biking, and traveling.
Expertise
Crafting intuitive editors and in-engine utilities that keep designers, level artists, and animators iterating with confidence.
Building launchers, data sync, and scripting layers that strip away repetitive work so teams can ship more content per sprint.
Instrumenting tools, surfacing usage dashboards, and steering roadmap prioritization with actionable insights.
Partnering with designers, artists, and technical artists to scope tooling, document workflows, and amplify productivity.
Shipped Products
Hover over each release to recolor the interface. Every project reflects a different stack, problem space, and team, yet they all share the same obsession with making complex workflows feel intuitive.
Blizzard Entertainment
Designed and developed tooling for D4, shipping UX-forward editors, automation, and telemetry to ensure a smooth launch.
Blizzard Entertainment
Extended and improved D4's existing tooling & systems to support D4's first expansion.
Steamroller Studios
Shipped an art tools suite fueling cinematics for projects such as Horizon Forbidden West and gameplay animations in Fortnite.
USAFacts
Backend contract focused on Azure/Kotlin services, hierarchical data APIs, and automation scripts that kept the USAFacts civic data ecosystem accurate and auditable.
Contact
I'm open to roles and collaborations focused on tools engineering, UI/UX for games, backend services, and anything that helps creative teams move faster. Let's talk about how I can plug into your pipeline.