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karlgluck/README.md

Karl Gluck — Software Engineer

Senior principal software engineer - gameplay systems, Unreal Engine tools, and agentic workflows.

Featured Work

Claireon

Claireon is a production-grade plugin providing agents with 600+ tools for direct access to live editor state, Blueprints, State Trees, Data Tables, and more. At Believer, it turned a month-long manual refactor into a weekend and super-powers our designers to do work that used to block on engineering.



Perfect Pixel Camera and Sprite

Two free tools that eliminate visual glitches that plague pixel-art games in Unity. Downloaded by hundreds of developers each month with solid five-star reviews.



Evidyon

An open-source multiplayer action RPG I coded in my college years: client, server, game engine, editor tools, reflection framework, and content pipeline. 130,000+ lines of hand-written C++. The project that got me a Masters' degree and taught me what I'm actually capable of.


Archive — games, tools, research, experiments

  • League of Legends MMORPG — First programmer hired on the Riot MMO. I established the codebase and iterated on core gameplay, systems, and tooling for four years.
  • Que — A prototype-targeted Unreal Engine developer environment manager with Git, GitHub, Git LFS, and SyncThing integration. Onboard developers in minutes, not days, and run your entire UE5 game team on a $5/month LFS plan.
  • Pyria — A multiplayer ARPG in Unreal built from the ground up with AI-assisted tools.
  • Platycore — My framework for Google Apps Script installs and runs apps using Sheets as a platform, database, UI, and IDE solution.
  • To make budgeting fun for myself, this Stardew Valley-themed mobile wallet rewards tracking spending with in-game items.
  • This Unity Editor tools demo shows the power of an intuitive interface with live feedback for character, controls, and camera design iteration.
  • I championed and implemented gameplay tools for designers on League of Legends: Wild Rift and led the cross-studio Developer Efficiency team.
  • Ominex — My prototype multiplayer pixel-art RPG in Unity, built around an experimental movement system for extremely high-latency mobile devices.
  • I was Technical Director at Jolly until we were acquired by Riot Games in 2016.
  • ThresholdJS — Implements Shamir's Secret Sharing algorithm for Bitcoin private keys (256-bit integers).
  • Labkit — A utility library to jump-start a Unity project with features games commonly need.
  • Mini Mutants — My War Storm-inspired autobattler card game.
  • Perfect Pixel Sprite — Fixes texture-spilling issues in pixel-art games caused by subpixel offsets.
  • Golem — A Unity extension that integrates visual coding, state machines, and data flow.
  • I wrote a tool that saved Intel 6+ months of logic redesign due to routing issues with the Silvermont (Atom Z3735E) processor.
  • Mashtag — A filesystem-based declarative data engine for error-tolerant bulk test-result processing, built in TCL.
  • I presented Evidyon at Cornell's annual Bits On Our Minds event in 2010.
  • At Intel, I supported internal EDA software written in TCL and C for 30+ design engineers.
  • Cryptasia — A password manager I wrote and used daily for many years.
  • My undergraduate research with Prof. Hod Lipson developed a soft-bodied octopus robot using McKibben muscles.
  • I led a six-person team writing cross-platform 3D printer software for one of the first open-source 3D printers, Fab@Home.
  • Network Game Skeleton — An open-source minimal networked 3D video game using DirectX 9.
  • I learned C++ and DirectX by starting work on the MMO Born to Rule in middle school. It only took until graduation to run around in a 3D world together.
  • My independent cryptography research paper Hash Ladders for Shorter Lamport Signatures re-discovered the Winternitz approach to quantum-computing-resistant digital signatures.
  • This repository showcases sprite stacks, a nifty minimalist style for faking 3D objects using 2D sprites.
  • Lab partners and I implemented a novel approach to geolocation combining Doppler shift and pseudorange that works with fewer than four GPS satellites.
  • I wrote the code for a $50 ultrasound-based 3D positioning device using an ATmega microcontroller.

Writing

A framework for building systems that optimize themselves — feedback loops, wetware compatibility, trust, and the developer efficiency work behind shipping Wild Rift to millions of players.

Independently re-discovering the Winternitz one-time signature scheme and how chaining hashes reduces the size of post-quantum digital signatures by an order of magnitude.

All writing →

Professional

I build games and tools across genres and platforms—from a ground-up indie MMO to AAA mobile games with international teams. I specialize in rapid iteration, creative empowerment, and bridging the gap between engineering and design.

Sr. Principal Software Engineer at Believer — Current

Working on a next-generation game with an incredible team. Updates when we go public!

Staff Software Engineer at Riot Games — 8 years

Prototyped gameplay, systems, and tools for the Riot MMO and its predecessors in Unity and Unreal. Overhauled champion ability tools and the automated testing suite with overseas partners, and launched Wild Rift to millions of players worldwide.

Technical Director at Jolly — 2 years

Prototyped a bunch of Unity games, ran weekend-long game jams for recruiting, and hired and managed our intern team until we were acquired by Riot.

Software Engineer at Intel — 4 years

Maintained and integrated updates to the front end of Intel's internal chip-design tools for a team of design engineers. Analyzed GPU performance and optimized OpenGL drivers for mobile devices.

Lead Developer on Fab@Home — 1 year

Recruited and led a student team developing software for the Fab@Home 3D printer, including a full pather/slicer implementation and printer-driver framework.

Contact

Website · LinkedIn · GitHub

Pinned Loading

  1. Evidyon Evidyon Public

    Real-Time Isometric 3D MMORPG engine built from scratch in dx9 and c++

    C++ 8

  2. ThresholdJS ThresholdJS Public

    An implementation of Shamir's Secret Sharing algorithm for Bitcoin private keys (256-bit integers)

    20 4

  3. I describe a method for making Lampo... I describe a method for making Lamport signatures take up less space. I haven't seen anyone use hash chains this way before, so I think it's pretty cool.
    1
    What's this all about?
    2
    ======================
    3
    
                  
    4
    Digital cryptography! This is a subject I've been interested in since taking a class with Prof. [Fred Schneider](http://www.cs.cornell.edu/fbs/) back in college. Articles pop up on [Hacker News](http://news.ycombinator.com) fairly often that pique my interest and this technique is the result of one of them.
    5
    
                  
  4. que que Public

    Quick Unreal Engine (QUE) project manager integrated with GitHub

    PowerShell 1 1

  5. heroes-of-the-storm-replay-parser heroes-of-the-storm-replay-parser Public

    Web service that returns a JSON description of a *.StormReplay file from Blizzard's game Heroes of the Storm

    Python 27 6

  6. believer-oss/Claireon believer-oss/Claireon Public

    MCP server for Unreal Editor

    C++ 130 17