Available to hire
Lead Software Engineer and game developer specializing in C# and Unity, with multi-platform experience across Steam, Nintendo Switch, and Epic Games. Builds memory-optimized systems, scalable gameplay loops, and cross-platform tooling including localization pipelines and data-driven architecture.
Strong focus on performance engineering, API integration, and reliable deployment workflows (including remote/server deployment). Experienced in Unity/3D pipelines, server-side gameplay logic, and modular framework design for live and simulated game systems.
Skills
Experience Level
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Language
English
Fluent
Afrikaans
Fluent
Work Experience
Lead Developer / Systems Designer at Omnivorian
January 1, 2023 - January 1, 2026Led multi-platform API & console engineering and native API integration for Steam, Epic Games, and Nintendo Switch. Engineered memory-safe asset and runtime systems tailored for Nintendo Switch RAM constraints, including custom JSON/plain-text data serialization for reliable save/state snapshots. Orchestrated consolidation of three legacy codebases into a stabilized production-ready environment.
Implemented cross-platform input and UI navigation using Rewired, supporting context-aware grid snapping and unified navigation across many menus/states. Developed advanced gameplay and AI systems including grid-based object placement physics, automated daily clutter generation, and a companion ecosystem with complex behavior trees.
Built modular meta-progression and in-game economy frameworks (quests, town job boards, resource gathering, museum achievements) and implemented localization support across multiple languages using Pixel Crushers Dialogue System. Authored custom Unity Editor tooli
Junior Developer at Power Works
January 1, 2022 - January 1, 2023Authored ecosystem extensions and custom behavior systems for Minecraft Bedrock and Java server environments. Created a custom entity pack for snow biomes using Bedrock JSON with a data-driven framework: configured collision boundaries, environment spawning weights, and custom behavior trees to integrate penguins into the existing eco-system.
Engineered a complete data-driven hide-and-seek mini-game framework using Bedrock components for player state masking, hider/seeker tracking, and core match logic. Implemented real-time, context-driven on-screen notifications using JSON UI configurations, communicating match states, timers, and role updates dynamically.
Managed end-to-end remote deployment pipeline for a Minecraft Java server environment to a remote VST, diagnosing and resolving server-side performance/stability bottlenecks and hardening infrastructure for uninterrupted simulation data collection. Refined in-game simulation scenario execution ensuring consistent, reproducible pa
Education
ELT (Certificate in English Language Teaching to Adults) at Cambridge CELTA (Varisty College, Cape Town)
January 1, 2018 - January 1, 2020 at Cape Studies (specialised training in communicative methodologies)
January 1, 2017 - December 31, 2017Qualifications
CELTA (Certificate in English Language Teaching to Adults)
January 1, 2018 - July 8, 2026Industry Experience
Education, Gaming, Software & Internet, Media & Entertainment, Computers & Electronics
Skills
Experience Level
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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