Evidence, with clear boundaries

Selected work and client engagements

Commercial game production, VR feature delivery and cross-platform technical ownership. Clients are named with permission; descriptions focus on my contributions without exposing confidential code, internal metrics or private product details.

Current contract engagements

Hands-on engineering, attributable work

Independent collaborations through Solid Code Interactive, from feature delivery to ongoing technical leadership.

May 2026–presentUnity Developer · Contract

Sandbox VR — RaceClub

  • Integrated UI Toolkit into runtime menus and HUD systems, connecting interfaces to gameplay state and data-driven behaviour.
  • Delivered gameplay features, cross-device input and feedback flows, and resolved VR state issues.
  • Unity / C#
  • UI Toolkit
  • Gameplay
  • VR
Download the full CV
March 2026–presentUnity Lead · Contract

Squircle Games

Technical direction and hands-on delivery across Unity architecture, gameplay, networking, XR, tooling and the TypeScript web backend behind the product.

  • Integrated LLM, TTS and STT with character interactions, streamed text/audio and conversational state, alongside browser/native speech and client-backend authentication/session flows.
  • Owned the product's TypeScript/Prisma web backend: secure launch and authentication, membership and subscription access, quota tracking, Patreon entitlements, admin repair tools, and a validated SQLite-to-PostgreSQL migration and cutover. Built the SSE and WebSocket streaming APIs behind the LLM features.
  • Implemented Meta Quest VR/MR interactions: passthrough, hand tracking, controller/hand switching, locomotion and spatial UI. Optimised standalone rendering through graphics settings, shaders and resource management.
  • Built character systems and authoring tools: animation, IK, physics-driven reactions and camera behaviour.
  • Established coding-agent workflows for implementation, debugging and refactoring, with repository guidance, scoped tasks, code review and automated validation.
Explore the engineering capabilities

Public projects

Work I can name

Commercial, independent and academic projects with public attribution. Links lead to product or project pages outside this site.

2021–2023Game ProgrammerSteam / PC

Alaloth: Champions of the Four Kingdoms

Commercial Action-RPG work spanning gameplay systems, UI architecture, inventory and skills, narrative events, editor tooling and production issue resolution with design and QA. The game passed 10,000 Steam wishlists.

  • Unity
  • Gameplay
  • UI
  • Tools
View on Steam
2020–2021Gameplay & Network ProgrammerPC / Online

Apocalypse Rangers

Mirror-based client-server multiplayer, online gameplay systems and custom HLSL toon and terrain rendering. New Game Designer 2020, 3rd Place Online.

  • Mirror
  • Networking
  • HLSL
Watch trailer
2019–2020AI & Gameplay ProgrammerPC / RTS hybrid

Hell for One

NPC decision logic, state machines, steering behavior, reusable actions and scalable battle spawning. New Game Designer 2020, 1st Place Offline.

  • Game AI
  • State machines
  • Steering
View on Itch.io
2018–2019Sole developerMicrosoft HoloLens

RuNeglect

Computer Science thesis project: a rehabilitative AR application using spatial mapping, object pooling and gameplay that adapts to the geometry of the room.

  • HoloLens
  • AR
  • Spatial mapping
About the academic path

Confidential client work

Problems I can describe, products I cannot

Additional NDA-safe examples of engineering scope. No private code, screenshots, repository links or distinctive internal metrics.

01

Cross-platform Unity product

Owned architecture across desktop, WebGL and VR: gameplay, animation and IK, editor tools, LLM-backed interactions, TTS/STT, streamed audio, authentication and supporting web/backend flows. Work also spans Meta Quest interaction, hand tracking, spatial UI and performance.

  • PC / WebGL / VR
  • Real-time services
  • Full stack
02

Enterprise simulation & immersive R&D

Refactored a physics-heavy simulation from 10 FPS to a stable 60 FPS, delivered WebGL/VR experiences, remote content, multiplayer, in-app authoring and platform-aware persistence under enterprise constraints.

  • Simulation
  • Performance
  • Authoring tools
03

XR interaction & physical controls

World-space interfaces, tracked input, hardware-aware controls, interaction feedback, device state and runtime systems designed for use inside an immersive product.

  • XR
  • Spatial UI
  • Input

Career context

Production across different kinds of Unity

2025–present

Independent Senior Unity Engineer

Solid Code Interactive, December 2025–present. Current contracts: Unity Lead at Squircle Games since March 2026 and Unity Developer on RaceClub for Sandbox VR since May 2026.

2023–2026

Capgemini Engineering

Refactored CPU-heavy physics and simulation (10 FPS to a stable 60); decoupled asset delivery from releases with Addressables; delivered multiplayer, in-app authoring and WebGL/VR porting for confidential enterprise clients.

2021–2023

Gamera Interactive

Delivered production gameplay and UI features for Alaloth, replaced repetitive operations with asset-validation/world-management tools, and resolved issues with design and QA.

Need a closer match?

Ask about the problem, not the client name.

I can discuss relevant patterns, responsibilities and tradeoffs without exposing confidential work.