The person you'd be hiring

A long-time Unity developer and technical artist — gameplay, VR/XR, multiplayer, real-time 3D, tools, and the pipeline work underneath all of it.

Portrait

I have production experience across gameplay programming, VR/XR, multiplayer, 3D rendering, 3D content, UI, tools, and backend integration, and I have built production features for ACE and Microsoft. At ACE I helped scale the player base from roughly 150 users to more than 50,000 monthly users, all as a live service.

Alongside that I have shipped over a dozen independent mobile games and released two Unity Asset Store tools for other developers to build on.

The range is the point. Most of what goes wrong on a real-time project goes wrong in the seams — between the art that was authored and the budget it has to run in, between the prototype that proved the idea and the systems that have to carry it. Being able to work either side of a seam usually means fixing the cause instead of the symptom.

I work in a small number of long, focused engagements rather than many short ones, which is why this site prices and books the work up front. You get a real estimate before you talk to me, and a start date you can plan around.

What I work in

Programming

Gameplay systems, UI, optimisation, editor and asset tools

VR / XR

Quest, HoloLens, Photon PUN, Mirror

Technical art

Shader Graph, compute shaders, modelling, animation, rigging

3D and 2D

Maya, Blender, Cinema 4D, Photoshop

Backend

AWS, API integration, server migration

Where I've worked

  1. Senior Software Engineer, VR/XR · ACE

    2023 – 2026

    Helped take the platform from around 150 users to more than 50,000 a month. Refactored the core game systems for performance and maintainability, and built the multiplayer, VR interaction, weapon customisation, and UI work on top.

  2. Senior Technical Artist and Producer · Microsoft

    2020 – 2023

    Executive communications and live events: motion graphics, 3D, and XR experiences made to a broadcast schedule.

  3. Unity Developer, VR/XR · Microsoft, via Robert Half

    2019 – 2020

    HoloLens demos and immersive prototypes.

  4. Independent developer · Freelance

    2008 – present

    Contract game and tools development, on and off, for over a decade — the work this site exists to book.

Think we'd work well together?

Price the work first and decide from there — no email gate, no sales call.