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Technical Designer (Unity/C#)

I build data-driven gameplay systems, designer-friendly tooling, and readable prototypes.

First-class Game Design & Development graduate. I implement mechanics end-to-end in Unity, with a focus on iteration speed, clarity, and shippable scope.

What I Do

Systems

Data-driven mechanics built for iteration: ScriptableObjects, modular architecture, tuning parameters, and balance-ready knobs.

Tools

Workflow-minded implementation: custom inspectors/editor helpers, debug menus, and clean authoring pipelines.

Readability

Clarity under pressure: telegraphs, feedback design, UI readability, and feel-focused iteration.

Featured Projects

Three projects that show technical design + implementation quickly.

CyberCleanse

Systems-heavy prototype: modular abilities, enemy AI, and clarity-first feedback/readability.

Systems • Modular • UX

Bullet Pattern Prototype

ScriptableObject-authored patterns with scalable encounter design and readable telegraphs.

Tools • Systems • Combat

Dragon Virtual Pet

UI/state-driven interactions with clean implementation and UX-oriented iteration.

UI • State • Prototype

Snapshot

  • Location: London-ready
  • Tools: Unity, C#, TextMeshPro, FL Studio
  • Target roles: Technical Designer/Technical UI/Junior Unity
  • Availability: Immediate

Contact me