Profile
8+ years programming experience, C#, C++. 4+ years in professional production.
My background combines long-term hands-on game development with professional ownership: maintainable gameplay and runtime systems, tools, debugging, profiling and cross-disciplinary delivery.
Experience at a glance
Hands-on experience and professional experience are not the same claim.
8+ years with Unity and C# covers formal game-programming education, personal work, team projects, published games and continued technical development. Within that wider background, 4+ years are professional production experience, including full-time Unity 6 work on Human Fall Flat 2.
Professional engineering experience
Programmer / Software Engineer
No Brakes Games · Human Fall Flat 2
Mar 2022 — Oct 2025
Full-time C# production engineering on a multiplayer, physics-driven Unity 6 title with a 20-30 person multidisciplinary team. Work was organized around milestone delivery, feature ownership, pull requests, QA verification, TeamCity builds and production stabilization.
- Owned implementation of production C# features from ambiguous requirements through architecture, implementation, self-testing, PR review, QA validation, TeamCity build checks and production merge.
- Designed modular runtime systems and internal packages using assemblies, reusable components, interfaces, abstract classes, ScriptableObject-driven configuration and isolated feature test scenes.
- Built designer/audio/QA-facing tools and workflows, including NDA-safe categories such as level-authoring utilities, timer/action scheduling, validation scenes, runtime debug support and level-scoped audio loading.
- Worked with proprietary multiplayer and physics-driven constraints, diagnosing host/client divergence, nondeterministic physics-query ordering, object-interaction edge cases and runtime state problems.
- Improved runtime behaviour using Unity Profiler, Memory Profiler, ProfilerMarkers, allocation reduction, inner-loop investigation, task scheduling and frame-distributed workloads when appropriate.
- Fixed 100+ bugs across milestones, including gameplay defects, multiplayer issues, crash/freeze investigations, FPS/memory regressions and QA-reported production blockers.
- Collaborated through Git pull requests, weekly code reviews, Jira, TeamCity builds, QA test passes and technical discussions with programming, design, audio and production teams.
Strong evidence
Systems & tooling
Production workflow
Engine / media stack
Education
BSc (Hons) Computer Science for Games
Sheffield Hallam University
2021 · First Class Honours · systems, software engineering and real-time programming foundations
Higher National Diploma in Computing - Video Games Programming
ESAT
2017 — 2020 · C++, C#, game systems, engine fundamentals and gameplay programming