Hunter Nance

Unity Developer

About Me

I am a professional Unity developer with a lifelong passion for games. I have been working at Lenovo since 2018 on their AR/VR projects, and independently have completed various game projects. My favorite game genres are RPGs, platformers, and story-based exploration games. I am also a huge fan of TCGs being a former Magic semi-pro and an accomplished Final Fantasy TCG competitor.Below you will find a large deal of my work, but here is a link to a more traditional resume as well.

Atama (On Steam, Itch.io, PlayStation, and Xbox, 2022)

Atama is an indie horror stealth and puzzle “second-person perspective” game where you look through the eyes of floating heads haunting a Japanese village to help avoid their gaze and solve puzzles as you search for your lost aunt and family heirloom.

I served as co-director and lead developer for Atama and was responsible for the majority of the code, level design, and set-dressing/world-building, but I also dabbled in everything from sound design to writing. We worked as a small team of around six for two years fully remote as a side project in addition to all of our jobs and busy lives. Atama additionally features multiple endings, three difficulties including a hardcore mode and a story-mode, and a post-game developer commentary mode with audio nodes and more. In 2024 we teamed up with a porting company and released on Xbox and PlayStation.


Atama Ikuto (Free on Itch.io, GitHub, 2025)

Atama Ikuto is a short prequel to Atama made in Unreal. Set in 1883, Atama Ikuto provides a more cinematic experience than the original with more buildup and events. Ikuto has always had visions, but eventually they led him to abandon his family and wander... today, he has finally reached the town the visions have been leading him to.

I had wanted to learn Unreal Engine for a long time, so I eventually took a fairly sizeable Udemy course to give myself a start. After completing that, I wanted to create my own project, so I decided it would be cool to make an "Atama But In Unreal!" type project like the sort of videos you often see on YouTube. For this project I recreated a majority of the systems that were in the original like remote viewing, dynamic movement audio, interaction systems, and basic enemy AI and detection.
One of my main goals was to have the game offer a different experience than the original. Some of the differences include it involving a lot more build-up to the monsters, more in-depth cutscenes and events, jumping, moveable objects, and higher fidelity visuals. The GitHub repo is also public, so please take a look.


The Portraits (Free on Itch.io, 2023)

The Portraits is a short horror-experience inspired by a classic creepypasta. You take control of someone far from home who nearly fell asleep at the wheel and decides to stay the night at a horrible AirBNB. Upon arriving, the power is out and the walls are adorned with freaky portraits that hold a secret.

After releasing Atama I had the sudden desire to just make a little project as a creative outlet and see how easily I could make something using the Atama code and resources. I made the majority of the project in a week but slowly finalized it after as I received versions of the titular “portraits” drawn by two artist friends of mine. While it re-uses Atama resources, there are some different things here too like special effects that play while looking at the portraits, a scene where the player camera’s view is forced slowly onto one of the portraits, enemies using Unity’s built-in NavMesh system, and the enemies being 2d images that turn to face the camera rather than being 3d models. The game is also PS1-style so I tried a few techniques for that like lowering the bitrate of sounds, decimating existing models, lowering the resolution of textures, and messing around with PSX texture warping shaders.


Sphere Fear (2019)

Sphere Fear is a simple-but-fun auto-scrolling arcade-style platformer where you can jump or super-jump up and down to avoid an oncoming onslaught of enemies and each time you avoid one the game gets slightly faster.

When I graduated college in 2016 the company I worked for at the time (McClatchy Interactive) laid off their entire mobile team for an outsourcing endeavor. While I searched for work, I wanted to do something productive so I decided to make a simple game and intended to release it on Android with ads to get experience with Google AdMob, the Play store release process, and just to have something complete. I mostly completed the project in 2016, but then I got a new job working in QA Automation at Measurement Incorporated and it was still using very rudimentary developer assets, so it went un-released. Then, in 2019 I decided to finally finish the little project and release it.


AR/VR Work (2018-2024)

From 2018 to the end of 2024, I worked at Lenovo on their AR and VR projects primarily working on user-facing pages for controlling the devices. All three devices that I worked on for Lenovo (two AR and one VR) were been Android-based with a large amount of the work being integrating Android features and settings into the AR/VR space, often involving recreating large portions of Android settings into Unity app content. This gallery is far from exhaustive, but should provide some context on the sort of work I did at Lenovo.