C# / Unity Systems Engineer
Production-minded engineering for gameplay, tools and runtime systems.
Software engineer with 4+ years of professional C#/Unity experience building production systems, internal tools and gameplay/runtime features. Comfortable turning ambiguous requirements into reliable, reviewable software across games, tools, simulation and interactive products.
4+
years professional C#/Unity
Unity 6
production environment
Remote
EU work authorization
01
Maintainable C# architecture
02
Unity runtime systems
03
Gameplay tooling & debugging
04
Production support & refactoring
Selected work
Portfolio rebuilt around systems, impact and technical ownership.
The old blog-style list has been replaced by case-study cards, stronger hierarchy, metadata, calls to action and project pages designed for recruiters and technical reviewers.
Human Fall Flat 2
Production Unity 6 engineering for the sequel to the physics-based puzzle platformer.
Professional C# development in a production environment, focused on maintainable Unity systems, internal tooling, debugging, runtime behaviour and milestone stabilization.
3+ yrs
production engineering
Unity 6
runtime and tooling
SufferEngine
Custom C++ / OpenGL engine with ECS, editor tooling, resource management and rendering features.
A custom game engine co-developed from scratch, covering engine architecture, transform hierarchy, component lifecycle, memory structures, runtime/editor integration and OpenGL rendering features.
9 mo
engine development
2 devs
custom architecture
Vulkan PBR Demo
Physically based rendering research demo built with C++, Vulkan and shader programming.
Final-year technical graphics work exploring physically based rendering, Vulkan pipeline setup, material parameters, lighting models and documentation of implementation results.
8 mo
graphics research
PBR
material workflow
Oona the Druid’s Path
Published 2.5D platformer built in Unreal Engine 4 by a multidisciplinary student team.
Gameplay programming work on character movement, jump / dash behaviour, enemies, collectibles, arena design and enemy AI elements for a released 2.5D platformer.
15
team members
8 mo
development cycle
Experience
Production Unity engineering
Professional C# development in a production Unity 6 environment with modular architecture, tooling, debugging and cross-functional collaboration.
Software Engineer - C# / Unity Systems
No Brakes Games · Human Fall Flat 2 · May 2022 — Sep 2025
Core engineering
Engines & frameworks
Runtime systems
Tools & graphics
Contact
Need a software engineer for games, tools or interactive products?
Available for remote roles across games, simulation, technical product teams, internal platforms and interactive software.