Profile

Architecture, design of software and systems.

My competitive edge is shipping real work with good architecture: maintainable, testable systems that solve ambiguous runtime problems under production constraints.

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

C#Unity 6C++DebuggingRefactoringRuntime systemsModular architectureCode review

Systems & tooling

Internal toolsComponent systemsECS-style architectureResource managementProfilingMemory / GC optimizationTest scenes

Production workflow

GitPull requestsJiraTeamCityQA collaborationMilestone stabilizationCross-functional delivery

Engine / media stack

Custom C++ enginesOpenGLDear ImGuiLuaUnreal Engine 4FMODSoLoudAppImage/Linux packaging

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