Introduction
Hello! I am Keaton Hedrick. I am a Computer Science student at the University of Michigan, and I am a current Junior with an expected graduation date of May 2027
Portfolio Works
Ripple Engine

A robust 2D game engine for Mac, Windows, and Linux.
This engine is based around facilitating ease of scripting via Mono C#, while at the same time sacrificing as little performance as possible, and adhering strictly to ECS and data-oriented concepts. Pre-bundled with Box2D physics and an API for easy and intuitive SDL3 audio, rendering, and input management, all atop a breakneck-speed C++ skeleton, this engine is primed and ready to do just about anything one could possibly dream of for 2D game development. Other technologies used in this engine include Newtonsoft Json, Rapidjson, Luabridge, Lua, GLM, and (previously) SDL2.
Boxing VR Simulator - By Keaton, Owen, Kayne, and Emily:
My final project for EECS440 XR for Social Impact, a completely custom environment for learning the basics of boxing and simple self defense principles.
This project was developed in Unreal Engine 5 for the Meta Quest 3. As part of this project, I worked on the hand physics for the player in order to create a realistic punching experience. Alongside this, I worked on detailing models, marketing through the trailers, and scheduling with other VR teams to playtest our product.
Slam Jam - By Keaton, Jay, Owen, Charles, and Justin:
This was my EECS494 final project, a music-themed precision/puzzle platformer where you play as a clown horn with the ability to make the ground quake with your SLAM ability! Interact with instruments and follow the golden notes to join the greatest circus in the world!
As part of Studio One working on this project, I was the sole artist and publicist, as well as being the main team coordinator and main developer for the groundwork systems of the game. As a developer, I was responsible for the 2D-platformer character controller, slam mechanic, the creation of the tremor and tilemap systems, the reaction-based amp blocks, and the refinement of all key features of the game. This game was programmed using Unity and C#, and team management was accomplished via Jira and Discord.
VR Recreation - Duderstadt Center VizStudio Lab
Link to VizStudio recreation footage
Using Unreal Engine’s VR capabilities, I recreated a near one-to-one replica of the VizStudio VR lab at University of Michigan for the Meta Quest 3, alongside a painting mechanic so users can liven up those dull computer lab walls.
As part of this project, I created an affordance system allow player interaction, as well as nearly all of the affordances/interactions showcased in the video. I also facilitated the mathematical conversion of the lab into a to-scale Unreal VR representation, and fleshed out all NPC AI. I extensively used Unreal blueprint composition in combination with my affordance system in order to create the dynamic materials that make the painting system possible. The custom paint-creation UI/UX was also entirely my work as part of this project.
Unity Zelda Dungeon - By Keaton:
Using Unity and C#, I developed the majority of the weapons and Enemy AIs. I also created a duplication mechanic in which Link can create weaker copies of himself. I experimented with audio in creating the sound effect for the switches, alongside art in creating all of the custom sprites.
Transpose - By Keaton:
This game was a rapid prototype project. I wanted to develop some sort of game with a teleport mechanic, so I did that. This game is about fast momentum-based platforming and navigation when using teleportation.