Hi, I’m Nick, a Unity developer with over 10 years of experience turning solid ideas into addictive, well-crafted games across a wide range of genres. I specialise in gameplay logic, responsive UI development for both mobile and desktop, performance optimisation, rapid prototyping, and API and backend integration. This includes work in 2D pixel art, 3D worlds, and hybrid setups. I’ve worked on everything from 2D clicker games and roguelikes to space shooters, city builders, strategy simulations, and chance-based systems. I previously worked as a croupier and have built personal roulette prototypes, so risk and reward mechanics and player psychology are second nature to me. I’m comfortable jumping into projects at any stage, whether that’s taking a project from concept to launch, fixing bugs, optimising performance, or rescuing stalled codebases. I deliver clean, maintainable code, provide clear progress updates, and consistently meet tight deadlines. If you’re looking for a reliable developer who can own mechanics, polish the feel, and ship quality work without drama, let’s chat.

Nick Fernyhough

PRO

Hi, I’m Nick, a Unity developer with over 10 years of experience turning solid ideas into addictive, well-crafted games across a wide range of genres. I specialise in gameplay logic, responsive UI development for both mobile and desktop, performance optimisation, rapid prototyping, and API and backend integration. This includes work in 2D pixel art, 3D worlds, and hybrid setups. I’ve worked on everything from 2D clicker games and roguelikes to space shooters, city builders, strategy simulations, and chance-based systems. I previously worked as a croupier and have built personal roulette prototypes, so risk and reward mechanics and player psychology are second nature to me. I’m comfortable jumping into projects at any stage, whether that’s taking a project from concept to launch, fixing bugs, optimising performance, or rescuing stalled codebases. I deliver clean, maintainable code, provide clear progress updates, and consistently meet tight deadlines. If you’re looking for a reliable developer who can own mechanics, polish the feel, and ship quality work without drama, let’s chat.

Available to hire

Hi, I’m Nick, a Unity developer with over 10 years of experience turning solid ideas into addictive, well-crafted games across a wide range of genres.

I specialise in gameplay logic, responsive UI development for both mobile and desktop, performance optimisation, rapid prototyping, and API and backend integration. This includes work in 2D pixel art, 3D worlds, and hybrid setups.

I’ve worked on everything from 2D clicker games and roguelikes to space shooters, city builders, strategy simulations, and chance-based systems. I previously worked as a croupier and have built personal roulette prototypes, so risk and reward mechanics and player psychology are second nature to me.

I’m comfortable jumping into projects at any stage, whether that’s taking a project from concept to launch, fixing bugs, optimising performance, or rescuing stalled codebases. I deliver clean, maintainable code, provide clear progress updates, and consistently meet tight deadlines.

If you’re looking for a reliable developer who can own mechanics, polish the feel, and ship quality work without drama, let’s chat.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Lecturer of Games Design, Art & Development at Newcastle College
April 20, 2023 - December 10, 2025
Freelance 3D Designer & Developer at NitchCast
January 1, 2021 - Present
I have worked for multiple companies over the years and multiple industries, including crypto, casinos, product design for pharma, 3D web development

Education

BEng Games Design at Staffordshire University
September 1, 2015 - July 23, 2019
Achieved a high 2:1 in computer games design. Specialised in 3D game development, UI/UX and 3D modelling

Qualifications

Adobe Certified Associate
January 1, 2013 - January 1, 2014
Online course for the Adobe Suite

Industry Experience

Education, Gaming, Software & Internet
    paper 2D Racing Clicker (WIP)

    I have been working on a racing clicker game, which is developed in Unity. All the pixel art has been done by myself too and will be completed by myself too. Current this is just a prototype but I plan to ship this on Android and IOS. As you can see from the video not all the art is present, and the starting money is relatively high, but this is for debugging purposes whilst the game is in development.

    paper 3D Asteroids (Space shooter)

    I had developed a whole series of ships back when I was working as a NFT artist and I had planned for the ships to be NFTs. So I created a whole range of ships that could be generated for that purpose.

    Then the crypto crash happened, at that point I put a halt on the NFT project, but decided to repurpose the ships and created this 3D asteroids prototype.

    With the ships, there is more than 8 million variations of different ships that be generated, in the video below, you get a very small taste of the full range of ships that can be generated. I just set it to be random for this prototype.

    paper DeusEx Jensons apartment (3D Envrionment)

    I created a 3D envrionment, of Jensons Apartment in the game DeusEx.

    All of the assets were 3D modelled & Textured by myself.

    The scene was setup in UE4 and all of the effects within the envrionment were created by myself too.

    100% original work done solely by myself.

    paper 3D Roulette Prototype

    Built in Unity, I designed and built this 3D roulette table from scratch. All the logic of a european roulette wheel is in place on this table. I later developed this to have a fully customisable wheel with the logic of an american roulette table too.

    paper 3D City Builder Prototype, with Procedurally Generated Worlds

    I started the development of this prototype to showcase my procedural development skills.

    I got a bit caried away and built city building mechanics into the prototype.

    I wasn’t too happy with the way the roads looked, or the grid system, so I switch that up and made the roads look a lot smoother.