I’m a Unity/C# developer with 8 years of hands-on experience building gameplay mechanics, reusable systems, and editor tools across both academic and independent projects. I enjoy taking complex ideas and turning them into maintainable, modular gameplay architecture—especially when it involves state machines, coroutines, input systems, and scalable component-based design. I’ve led and contributed to multiple game projects, including roles where I refactored core gameplay and expanded tooling to support polymorphic objects, playable content management, and custom serialization. On top of game development, I’m also growing my engineering depth through reusable Unity libraries and a strong focus on OOP, data structures, and patterns—so my work stays flexible as projects evolve.

Carl J. Bowne Junior

I’m a Unity/C# developer with 8 years of hands-on experience building gameplay mechanics, reusable systems, and editor tools across both academic and independent projects. I enjoy taking complex ideas and turning them into maintainable, modular gameplay architecture—especially when it involves state machines, coroutines, input systems, and scalable component-based design. I’ve led and contributed to multiple game projects, including roles where I refactored core gameplay and expanded tooling to support polymorphic objects, playable content management, and custom serialization. On top of game development, I’m also growing my engineering depth through reusable Unity libraries and a strong focus on OOP, data structures, and patterns—so my work stays flexible as projects evolve.

Available to hire

I’m a Unity/C# developer with 8 years of hands-on experience building gameplay mechanics, reusable systems, and editor tools across both academic and independent projects. I enjoy taking complex ideas and turning them into maintainable, modular gameplay architecture—especially when it involves state machines, coroutines, input systems, and scalable component-based design.

I’ve led and contributed to multiple game projects, including roles where I refactored core gameplay and expanded tooling to support polymorphic objects, playable content management, and custom serialization. On top of game development, I’m also growing my engineering depth through reusable Unity libraries and a strong focus on OOP, data structures, and patterns—so my work stays flexible as projects evolve.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate

Work Experience

Senior Programmer - Rage Rooster: “Unleashed” Update at Rage Rooster
June 1, 2025 - Present
Refactored core gameplay systems and overhauled project architecture to support a commercial release, improving modularity, long-term maintainability, and ongoing development. Developed and implemented new gameplay features while strengthening existing functionality. Collaborated with and guided other engineers in extending and using existing gameplay systems. Built complex editor tools including polymorphic object support, playable content management, custom dictionary serialization, and more. Extracted core functionality into reusable plugins to improve reuse across the codebase.
Senior Programmer at Lab165, Rage Rooster: Fowl Carnage
June 1, 2025 - Present
Senior programmer responsible for leading major refactorings, architectural overhauls, and new feature implementation toward a remastered release. Focused on gameplay scripting, in-engine engineering, state machine design, animator scripting, repository management, and thorough documentation.
Lead Programmer - Rage Rooster at Rage Rooster
September 1, 2024 - May 1, 2025
Developed the majority of core gameplay systems and mechanics for a complete game in Unity using C#. Built a complex player character state machine supporting many gameplay features and interactions. Implemented core architecture for player, world, and gameplay functionality. Developed multiple complex enemy and boss characters. Coordinated gameplay integration with team members working on art and other systems, and managed GitHub repository and version-control workflows.
Lead Programmer at GameHutch, Rage Rooster
September 1, 2024 - May 1, 2025
Led the development of the vast majority of gameplay systems and functionality for the project, oversaw integration and performance, mentored teammates, and managed GitHub repository practices; created state machines and animator scripting.
Programmer - Cake Toppers at Team Aurora
August 1, 2024 - December 31, 2024
Developed and implemented all gameplay systems and core mechanics in Unity using C#. Contributed to overall system and architecture design. Managed version control through GitHub to support team collaboration and iteration.
Programmer at Team Aurora - Cake Toppers
August 1, 2024 - December 1, 2024
Implemented gameplay scripting, in-engine engineering, architecture development, and GitHub management for the Cake Toppers project.
Programmer - Best Served Raw at UnagiSoft
January 1, 2024 - March 31, 2024
Developed and implemented all gameplay features in Unity using C#. Integrated Unity Mecanim animation workflows with gameplay logic to ensure animations matched state and behavior. Worked within a small team to deliver gameplay functionality end-to-end.
Programmer at UnagiSoft, Best Served Raw
January 1, 2024 - March 1, 2024
Scripting, in-engine engineering, animation, animator scripting, and GitHub management for the title.

Education

Bachelor of Arts in Digital Media (Game Design) with Minor in Computer Science at University of Central Florida
August 1, 2022 - January 1, 2025
Associate in Simulation and Game Development at Blue Ridge Community College
May 1, 2017 - January 1, 2021
B.A. Digital Media (Game Design), Minor in Computer Science at University of Central Florida
August 1, 2022 - July 1, 2025
A.A.S. Simulation and Game Development at Blue Ridge Community College
May 1, 2017 - May 1, 2021

Qualifications

Bachelor's Degree
August 1, 2022 - July 14, 2025
Bachelor's Degree in Digital Media, +Minor in Computer Science from University of Central Florida.
Associate's Degree
May 1, 2017 - May 1, 2021
Associate's Degree in Simulation and Game Development from

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education
    Cake Toppers

    Take the reigns of a quaint pastry shop and help Swirly the Creampuff complete orders of ever increasing complexity in this fun little IOS/PC casual game

    https://www.twine.net/signin

    I was the sole Programmer who developed the functionality for this game.

    Best Served Raw

    A retired Shinobi turned Sushi Chef struggles against his past with a seafood based mafia in this 3D fixed-camera beat-em-up inspired by Streets of Rage

    https://www.twine.net/signin

    I was the sole Programmer who developed the functionality in this game.

    Rage Rooster

    A bombastic, high-action comedy Metroidvania, wreck fowl carnage against the alien hordes who have taken your flock of beloved hens, fighting, throwing, and charging through your enemies as they come to witness what true rage is.

    The original game project released on Itch.io in May of 2025.
    https://www.twine.net/signin

    I developed the majority of major systems and functionality for this game.