Connor Hengstler
Connor Hengstler

Computer Science · UBC · Class of 2028

Prev SWE @ Aerospike, Game Designer @ EA

Systems built to hold up under pressure.

I'm a software engineer and CS student who moves between shipped game code and distributed backend systems, from gameplay logic on Skate at EA to graph databases at Aerospike.

View my work → connorhengstler@gmail.com

Featured

Frostbite gameplay systems on Skate

Selected Work

01 / Internships

EA · Vancouver

Gameplay systems on Skate

Designed and shipped logic for 19 gameplay activities in the Frostbite engine, developed the core event progression and reward system, and prototyped future-season mechanics with visual scripting.

Frostbite Engine Visual Scripting Gameplay Systems
View case study →
Skate gameplay
Aerospike Graph

Aerospike · Mountain View, CA

Distributed systems for a graph database

Rebuilt load balancing across three Gremlin drivers, cut fraud-detection latency by 70%, and shipped an MCP server connecting LLM agents to the graph database.

Gremlin Distributed Systems CI/CD
View case study →

BC Pension Corporation · Victoria, BC

QA automation for a 650K-user platform

Created 120+ keyword tests using TestComplete & Python to automate functional testing, designed 220+ advanced SQL queries for Oracle SQL Database, and managed 300+ test scenarios to identify and resolve software defects.

TestComplete Python Oracle SQL
View case study →
BC Pension Corporation

Personal Projects

02 / Side Projects

Throwspace ThrowspaceFull-stack athlete tracking app Expand +

Engineered a RESTful PostgreSQL API with over 75 SQL endpoints and two external integrations, reducing manual data handling by 40%.

Designed and deployed a JWT authentication system with granular role-based permissions for different user groups.

Deployed and maintained a full-stack React application on Vercel and Supabase, running Agile iterations with the UBC Track team.

github.com/OblivionBC →
Soulsborne SoulsborneUnreal Engine Expand +

A 3D Soulslike built in Unreal Engine, with modular components built on the Component Design Pattern.

Combat runs on a delegate-based notification system and the Gameplay Ability System.

github.com/OblivionBC →

03 / About

Three internships across QA, infrastructure, and games.

I'm a Computer Science student at the University of British Columbia (GPA 3.9, expected 2028). Since 2024 I've worked as a Software Developer in Test at BC Pension Corporation, a Software Engineering Intern at Aerospike, and a Game Design Intern on Skate at EA, moving between QA rigor, backend infrastructure, and shipped gameplay.

Outside of internships I build full-stack tools and VR prototypes on my own, usually because I want to use them myself.

How I work

01

Decouple early. Systems that separate cleanly are the ones you can extend without breaking.

02

Measure before you optimize. Every improvement I've shipped started with a number, not a hunch.

03

Ship, then iterate. A working version in production teaches you more than a perfect one on your laptop.

Skills

Languages

C++, JavaScript, Python, SQL, Gremlin, C#

Tools

Unreal Engine, Frostbite, XR/VR, Git, GitHub Actions, Docker, Jira, React, Node.js, PostgreSQL, Unity