Co-creator, game director, lead engineer
A top-down action roguelike about cultivating strange flora between combat runs. Started as a personal prototype and reached a live Steam page in seven months with a small team.
Co-creator and lead engineer of Hyperflora, a top-down action roguelike on Steam. Earlier roles covered voxel pipelines, VR tools, casino platforms, and five years leading a game team for cinema audiences.
A top-down action roguelike about cultivating strange flora between combat runs. Started as a personal prototype and reached a live Steam page in seven months with a small team.
Free-to-play turn-based tactics on Windows, iOS, and Android. Ported the legacy C++ codebase to Unity, then built the dedicated servers and matchmaking, the PC launcher and patcher, the in-game store, live services, and CI.
Voxel art pipeline from authoring to runtime, a character customization system, a user-facing level editor, and procedurally generated voxel terrain.
Vive and Oculus app for customizing architectural designs: layouts, a tagged furniture library, high-definition rendering, and backend integration.
Art pipeline and UI/UX overhaul for a multiplayer poker console in live casinos; a rebuilt game-loading system for a mobile slot platform.
Branded games played on the audience's phones in sync with the theatre screen, for Sony Pictures, Lindt, Interac, Mazda, and MTS. Twelve titles.
First Encounters, Virtual Safety Village, Sid the Science Kid, and One Million Monkeys. Web, tablet, and mobile, all in Unity.
A five-screen projection arena, a sound-synthesis touch table, an animated short, 3D modelling and rigging, and a music setup. Seven projects.
Building the tool that makes the next hundred assets cheap beats hand-placing the first ten. Voxel importers, tileset authoring, level editors, and content pipelines show up in every role so far.
On Hyperflora the UI focus rules, input-prompt rules, economy shape, and save isolation are all EditMode tests. If a rule matters, it should fail a build, not live in a wiki.
Claude Code runs against the Unity editor through MCP, with project skills and reference docs that encode how the codebase works. It changed what the team can ship.
Senior engineering, leads, or a short contract. Based in Hamilton, Ontario, remote-friendly. Send a note, or find me here.