Ethan Minnich

I build games, simulations and mixed reality experiences.

I'm Ethan Minnich. I program gameplay and interaction systems in Unreal Engine, and I've led teams, set project scope, and worked with artists, scientists and clients to take ideas to working builds.

Programmer at Horizon Productions · Duke M.Eng. in Game & Interactive Media, graduating May 2027

Professional Work

Four projects, from a one-week mixed reality prototype to a game built by a 17-person team.

Full-scale CTD rosette with a depth scale and an instruction panel, captured in the headset

OceanX TIDE Science Impact Challenge · Meta Quest · 2026

OceanX: ocean sampling in mixed reality

A hand-tracked Meta Quest prototype where a full-scale CTD rosette rises through your floor. You prepare it, run a simulated ocean cast, fire a sample bottle at the depth you planned, and explore the temperature profile you collected.

My part: I formed and led a three-person team, narrowed a broad ocean-data challenge to one complete CTD workflow, and built it in Unreal Engine 5.7 with C++ in a week.

Snowblind title art

Triangle Game Jam 2026 · Unreal Engine 5.6

Snowblind

A roguelike card battler inspired by War. Each round goes to the higher card: you outplay a deterministic opponent, use modifiers to swing a round, and get three lives per run.

My part: I handled the tech on a three-person jam team, building the gameplay architecture, game-state flow, rules resolution and card interactions.

Best 3D Visual Identity, Triangle Game Jam 2026

Haunt & Hospitality gameplay: a guest room in the ghost hotel

Management sim · William Peace University

Haunt & Hospitality

A first-person management sim where you, a living human, run a hotel for ghosts: upgrade it over a week and keep a cast of ghoulish guests happy.

My part: As lead programmer and technical lead, I built core management systems and UX flows and guided how the team's work came together in Unreal Engine.

Bronze Medal, International Serious Play Awards 2025

Gravity gameplay: riding a gravity field up a dark shaft past glowing cyan emitters

Cosmic Labs Studios · 17-person team · 2026

Gravity

A first-person sci-fi puzzle-platformer about moving through a damaged space station with black holes: place one, ride its pull, and release at the right moment to carry your momentum.

My part: I led marketing and growth, including the website, domain and hosting, and social campaigns, and worked with the lead programmer to improve and test the core physics interactions.

Where I work now

Horizon Productions

Programmer · since January 2026

I build interactive 3D experiences in Unreal Engine for business clients, and work with them directly on requirements, revisions and delivery dates.

Duke University

Teaching Assistant, Pratt School of Engineering · since August 2026

I help graduate students learn Unreal Engine, from lighting and materials to physics, UI and player interaction, and give feedback on their projects.

More projects

Educational War Simulation menu screen

Educational War Simulation

I led development end to end in Unreal Engine, building the interaction systems, UI and menu flow, and level scripting for mission progression.

Watch on YouTube
Sewer Purge title screen

Sewer Purge

As lead programmer, I built the core gameplay loops, AI and combat systems, and mission progression in Unreal Engine.

Watch on YouTube

Get in touch

I'm looking for roles in product management, simulation and XR engineering, and solutions engineering.

About

Before Duke, I earned a B.A. in Simulation & Game Design at William Peace University.

I work mostly in Unreal Engine with C++ and Blueprints. I also use Unity and C#, Blender, Maya, Substance Painter, Photoshop and Figma, with Git, Perforce and Jira on team projects.

Download my resume