I have 18 months of professional experience as a Unity and software developer at Phantasm Virtual Visualisation, where we created previsualisation tools for film and TV production. I became proficient in object-oriented programming, building scene props and logic systems, and managing my own branches in GitHub before merging to main. I regularly sought feedback and contributed beyond my main role, helping develop the website and backend using C# and Blazor. I also built the project’s Launcher with C# and Avalonia, designing the user experience and implementing the systems. This role strengthened my problem-solving, teamwork, and adaptability. I hold a 2:1 Honours degree in Immersive Systems from the Glasgow School of Art. My dissertation explored how procedural character animation affects immersion in virtual environments, which involved implementing humanoid procedural animation in Unity.

Kyle McAlinden

I have 18 months of professional experience as a Unity and software developer at Phantasm Virtual Visualisation, where we created previsualisation tools for film and TV production. I became proficient in object-oriented programming, building scene props and logic systems, and managing my own branches in GitHub before merging to main. I regularly sought feedback and contributed beyond my main role, helping develop the website and backend using C# and Blazor. I also built the project’s Launcher with C# and Avalonia, designing the user experience and implementing the systems. This role strengthened my problem-solving, teamwork, and adaptability. I hold a 2:1 Honours degree in Immersive Systems from the Glasgow School of Art. My dissertation explored how procedural character animation affects immersion in virtual environments, which involved implementing humanoid procedural animation in Unity.

Available to hire

I have 18 months of professional experience as a Unity and software developer at Phantasm Virtual Visualisation, where we created previsualisation tools for film and TV production. I became proficient in object-oriented programming, building scene props and logic systems, and managing my own branches in GitHub before merging to main. I regularly sought feedback and contributed beyond my main role, helping develop the website and backend using C# and Blazor. I also built the project’s Launcher with C# and Avalonia, designing the user experience and implementing the systems. This role strengthened my problem-solving, teamwork, and adaptability.

I hold a 2:1 Honours degree in Immersive Systems from the Glasgow School of Art. My dissertation explored how procedural character animation affects immersion in virtual environments, which involved implementing humanoid procedural animation in Unity.

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