Hi, I’m Anthony Dorge — a multidisciplinary game developer and software engineer with a strong focus on building modular, scalable systems in Unity and Unreal Engine. I’ve shipped games and interactive projects across both engines, and I specialize in turning ideas into playable, well‑structured experiences through solid engineering, clean data design, and practical tooling. I collaborate closely with artists and designers to bring creative visions to life, and I care about pipelines that make teams faster and more effective. I’m new to freelancing, but not new to engineering — I bring years of hands‑on experience in gameplay systems, UI, procedural generation, and cross‑disciplinary problem‑solving. If you need someone who can jump in quickly, communicate clearly, and deliver reliable, maintainable systems, I’m here to help.

Anthony Dorge

PRO

Hi, I’m Anthony Dorge — a multidisciplinary game developer and software engineer with a strong focus on building modular, scalable systems in Unity and Unreal Engine. I’ve shipped games and interactive projects across both engines, and I specialize in turning ideas into playable, well‑structured experiences through solid engineering, clean data design, and practical tooling. I collaborate closely with artists and designers to bring creative visions to life, and I care about pipelines that make teams faster and more effective. I’m new to freelancing, but not new to engineering — I bring years of hands‑on experience in gameplay systems, UI, procedural generation, and cross‑disciplinary problem‑solving. If you need someone who can jump in quickly, communicate clearly, and deliver reliable, maintainable systems, I’m here to help.

Available to hire

Hi, I’m Anthony Dorge — a multidisciplinary game developer and software engineer with a strong focus on building modular, scalable systems in Unity and Unreal Engine. I’ve shipped games and interactive projects across both engines, and I specialize in turning ideas into playable, well‑structured experiences through solid engineering, clean data design, and practical tooling.

I collaborate closely with artists and designers to bring creative visions to life, and I care about pipelines that make teams faster and more effective. I’m new to freelancing, but not new to engineering — I bring years of hands‑on experience in gameplay systems, UI, procedural generation, and cross‑disciplinary problem‑solving.

If you need someone who can jump in quickly, communicate clearly, and deliver reliable, maintainable systems, I’m here to help.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Solo Developer at Cronoforge Studios
November 1, 2023 - Present
Led the development of Shadow Rasa in Unreal Engine 5 as the solo developer, shaping game design, stealth-action roguelike mechanics, and level flow. Implemented a procedural level generator that guarantees unique layouts and solvable puzzles, added a flexible key-mapping system, and enabled runtime localization. Integrated analytics and third-party plugins to enhance stealth feedback, AI, and gameplay systems. Created UI elements (title screen, HUD, minimap, keymapping, options) with Unreal’s UMG, authored shaders and Niagara effects, and produced modular 3D art assets with Blender. Wrote the main story with branching arcs and coordinated with contract artists to meet art direction and timelines. Extensively worked with Unreal’s C++ backend to deliver performant, blueprint-callable systems.
Software Engineer - Lead at Flightyfelon Games
March 1, 2022 - November 1, 2023
As lead software engineer on Freeride, designed and implemented gravity mechanics that allow players to walk on inside/outside of cylinders and walls, integrated with Cinemachine for seamless camera behavior, and built a custom save/load system using Google FlatBuffers. Added Unity Analytics, user reporting, FMOD-based audio, and Nintendo Switch port tooling. Implemented Yarn Spinner dialogue with 40 custom commands to control NPC actions, integrated language localization for runtime switching, and built tools for NPC navigation via NavMesh and simple animations. Created buoyancy for props in water regions, and ensured smooth backend integration with the project’s pipeline.
Software Engineer at Flightyfelon Games
September 1, 2021 - October 1, 2021
Contributed to Doki Doki Anomaly with initial concept and core systems, including a save/load workflow for Yarn Spinner, localization integration, and early gameplay scaffolding to support narrative-driven gameplay.
Senior Software Engineer at Flipside XR
May 1, 2019 - March 1, 2022
As Senior Software Engineer, added physics to character bodies for realistic interactions, authored mesh-based collider generation, ported the product to Quest, rebuilt the input system, and integrated Perception Neuron for motion capture. Implemented a BVH export script and updated shaders for Quest performance.
Software Engineer at Swing Cam Ltd
December 1, 2017 - January 1, 2019
Researched licensing workflow and implemented a new licensing system; added Twitter API integration for social features, built a local-network file sync using a FileTransferServer, ported the product to iOS, and integrated slow-motion features with a partner.
Founder / Software Engineer at Cronoforge Studios Inc
April 1, 2017 - January 1, 2019
Founded Cronoforge Studios, released VR game Operation: Polarity Hook on Steam. Led all design and development, relying on 80% Unity Store assets and crafting remaining art in Blender/Photoshop. Implemented VR movement, UI/HUD for VR, inventory system, weapon/item systems, and AI behaviors for three-dimensional combat; produced 12 in-game tutorials and coordinated with a contractor team.
Software Engineer at Evodant Interactive
October 1, 2015 - July 1, 2017
Developed Gyre on Unreal Engine, implementing localization, economy, inventory, and crafting systems; built body-part swapping mechanics for characters, implemented socket-based weapon systems, remapped input, and created a music system to adapt intensity to action. Also delivered a mobile title Transformer Rescue Bots: Save Griffin Rock, with UI/Hud and game flow.
Change Operation Specialist / Software Engineer at Microsoft
June 1, 2009 - March 1, 2013
Deployed security updates across hundreds of servers during 10-hour patch windows; diagnosed and resolved services that hung after reboots; automated patch deployment and reporting; produced pre/post update status reports for customers.

Education

Computer Science at University of Manitoba
January 1, 1998 - January 1, 2002

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Shadow Rasa

    Shadow Rasa is a 3rd person, sci-fi, stealth action, rogue-lite. You’ll infiltrate this virtual world by sneaking and climbing past traps and cameras, killing guards with weapons you find and unlock. Hacking terminals to reveal maps, open doors, steal data, and gain intel to complete your mission.

    https://www.twine.net/signin