Hello, I'm
Six years building systems that hold under pressure —
from enterprise VR infrastructure to production mobile apps.
Unity Developer with 6+ years of professional experience building high-quality software across VR, mobile, and PC platforms. Proven track record of leading full release cycles, designing distributed system architectures, and shipping products to positive user feedback.
Hands-on technical lead with experience mentoring developers, driving cross-functional collaboration, and championing engineering best practices. Currently leading the client-side applications of SkillsVR's MDM infrastructure — an enterprise system deployed across 500+ VR headsets worldwide.
A focused toolkit built from real production requirements.
Lead developer for the client-side applications within SkillsVR's MDM product suite — a distributed system deployed across 500+ enterprise VR headsets. Responsible for the product direction of the MDM suite, deciding what features and changes ship in each release. Owned all three client-side applications: a Windows provisioning tool, an Android backend service, and a Unity VR frontend. Designed the IPC protocol between the Android and VR components, and implemented client-side configurable organisation-level auth flows. Coordinated server-side implementation with portal developers, increasingly handling full-stack changes directly. Contributed to hiring Unity Developers — created interview questions, participated in candidate interviews, and helped evaluate and select hires.
Delivered software across mobile and desktop platforms for diverse clients. Contract gameplay programmer on Varadia (Atlantra Entertainment) — a top-down action RPG — implementing player abilities, boss fight systems, VFX integration, UI input management, and inventory logic. Integrated Unity Addressables with Unity Cloud Content Delivery for a live iOS/Android title (Stack Arena). Built a TDD-driven mobile game in C# with full unit test coverage. Offered 1-on-1 Unity and C# tutoring.
Developed and shipped two production VR learning titles. Built the physics-based two-handed scissor mechanic for Kiwifruit Winter using quaternion math, integrated with a third-party library for real-time vine bending and cutting. Built the diorama, hazard selection, and PPE selection systems for SiteSafe, using prefabs extensively for cross-scene consistency. Collaborated with designers, artists, and animators throughout — both titles shipped to positive user feedback on Oculus Quest and Pico.
Led technical development of Melting Point (PC/WebGL) from requirements through to release — designing and building a Grandia-inspired turn-based combat system and player progression system in close collaboration with the producer. Also implemented procedural room and prop generation for Devil's Punishment (PC/WebGL), ensuring full level traversal at runtime.
AI-augmented development at scale — parallel sessions, structured planning, and full automation from issue to deploy.
Multiple terminal sessions tackling separate issues simultaneously, with web sessions running fully in the background for maximum throughput.
Deep technical knowledge keeps the AI focused and productive — preventing dead ends and guiding architectural decisions before they become problems.
Full CI/CD automation means never opening an editor — only reviewing merged changes and testing the final product.
Start in plan mode — outline the requirements, define the approach and constraints. Technical context prevents the AI from taking wrong turns.
Collaborate on the plan — fine-tune the approach, challenge assumptions, and align on implementation details before any code is written.
Let the AI execute the agreed plan. Multiple sessions work in parallel across different issues — each with clear direction from the planning phase.
CI/CD handles the rest. Changes are validated automatically — only open the product once it's merged, built, and ready for real testing.
A selection of professional and personal work.
Enterprise MDM system managing 500+ VR headsets. Owned the client-side applications: Provisioning Tool (C#/.NET/Windows) for device enrollment and service bootstrapping, MDM Manager (Java/Android) with persistent background services for server comms, device logging, and IPC, and MDM Launcher (C#/Unity/VR) as the device-facing frontend. Designed all client-side communication architectures; collaborated with portal developers on server-side integration.
Mobile companion app for CSFloat, built via API reverse engineering. Gamifies skin interaction and adds specialized search filters. A complete multi-component production app: Android frontend (Kotlin/Jetpack Compose) with AES-256/GCM encrypted API key storage via Android Keystore, a Vercel-hosted Node.js REST API backend, and a CounterStrikeSharp C# server plugin.
Forked a third-party VR WebXR provider to automate entry into VR experiences and intercept web traffic, enabling passive xAPI learning data collection fed back to the broader MDM system. Required deep work across Java, JavaScript, and C++ within an existing browser codebase.
VR learning module for construction site safety training. Split into learning and assessment phases — learners are taught worksite safety procedures, then tested on their knowledge. On passing, they receive a digital Site Safe Foundation Passport. Built the diorama, hazard selection, and PPE selection systems using Unity's XR Interaction Toolkit and prefabs for cross-scene consistency.
Contract gameplay programmer on a top-down action RPG inspired by Diablo and Path of Exile. Delivered boss fight systems, player movement abilities (dash with i-frames, leap with walkable-area clamping), a configurable screen shake system, VFX integration, UI input management, and inventory/consumable systems for Atlantra Entertainment.
Mature-themed action RPG developed for Astro Kaen game studio. Led all technical development: designed and built a Grandia-inspired semi-turn-based combat system, a character skill progression system, and integrated a third-party visual novel plugin. Delivered from requirements through to release on PC and WebGL.
VR learning module for kiwifruit orchard pruning. Built a physics-based two-handed scissor tool using quaternion math and Unity's XR systems, integrated with a third-party library for real-time vine bending and mesh cutting. Collaborated with a UI designer on the scoreboard and shipped to Oculus Quest and Pico platforms.
Open to interesting opportunities, contracts, and conversations. Reach out and I'll get back to you.