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