Hi, I’m Patrick James Smith, a Unity gameplay programmer and developer with 8+ years of experience building 2D, 3D, and VR/XR experiences using C#. I enjoy turning abstract ideas into working mechanics—especially when it comes to custom gameplay systems, UI, and rapid prototyping—while also making sure the results run smoothly through performance-focused debugging and iteration. Over my career I’ve supported research and shipped indie work, from VR/XR prototypes using heatmap analytics and gesture/eye-tracking-style data to multiplayer and gameplay features in smaller studio environments. I’ve also developed solo projects—from a Ren’Py visual novel to Unity-based games—where I handled programming and production elements like tools for content creation and gameplay systems end-to-end.…

Patrick James Smith

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Hi, I’m Patrick James Smith, a Unity gameplay programmer and developer with 8+ years of experience building 2D, 3D, and VR/XR experiences using C#. I enjoy turning abstract ideas into working mechanics—especially when it comes to custom gameplay systems, UI, and rapid prototyping—while also making sure the results run smoothly through performance-focused debugging and iteration. Over my career I’ve supported research and shipped indie work, from VR/XR prototypes using heatmap analytics and gesture/eye-tracking-style data to multiplayer and gameplay features in smaller studio environments. I’ve also developed solo projects—from a Ren’Py visual novel to Unity-based games—where I handled programming and production elements like tools for content creation and gameplay systems end-to-end.…

Available to hire

Hi, I’m Patrick James Smith, a Unity gameplay programmer and developer with 8+ years of experience building 2D, 3D, and VR/XR experiences using C#. I enjoy turning abstract ideas into working mechanics—especially when it comes to custom gameplay systems, UI, and rapid prototyping—while also making sure the results run smoothly through performance-focused debugging and iteration.

Over my career I’ve supported research and shipped indie work, from VR/XR prototypes using heatmap analytics and gesture/eye-tracking-style data to multiplayer and gameplay features in smaller studio environments. I’ve also developed solo projects—from a Ren’Py visual novel to Unity-based games—where I handled programming and production elements like tools for content creation and gameplay systems end-to-end.

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Experience Level

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Expert
Expert
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Research Programming Technician (Intern -> Contractor) at Northeastern University
January 1, 2023 - January 1, 2025
Developed a Unity research prototype with a small team using Unity and heatmaps to build a Dance Dance Revolution-like game. Collaborated on a VR/XR tower defense-style project for health research and analysis, integrating heatmap analytics, gesture detection, Unity DOTS, and VR/XR systems. Implemented debug log recording that saved readable XML event output to help trace and debug gameplay behavior.
Unity3D Developer (Intern) at Razor Edge Games
January 1, 2021 - January 1, 2022
Contributed to a pre-alpha of Eden Falling, a multiplayer turn-based survival game, including bug identification and recording in early UI. Fixed smaller issues with the programming team, focusing on animations and inventory UI, while following studio guidelines and meeting assigned timelines.
Unity3D Contract Developer (Intern -> Contractor) at Appetizer Mobile LLC
January 1, 2021 - January 1, 2023
Created 3D VR spaces in Unity for the AltspaceVR platform for professional VR events. Worked with teams to review client specifications and deliver environments on schedule. Built 5+ unique VR rooms over about a year using limited assets, including authoring custom models in Blender to meet client needs.
Unity Programmer/General Developer (Contractor) at The Beamer LLC
January 1, 2018 - January 1, 2019
Provided technical input and support for two educational open-world dinosaur/atom/big-bang games funded by the NSF. Participated in QA and bug fixing with documentation and brainstorming for solutions. Integrated gameplay mechanics including multiplayer, minigames, triggered events, and a custom quest system, serving on a collaborative team receiving regular updates from designers/producers.
Unity Programmer/General Developer (Intern) at Sacred Heart University
January 1, 2017 - January 1, 2017
Helped create a 3D environment mirroring the Sacred Heart University campus. Completed duties including Blender modeling using reference photos, QA testing, programming simple NPC AI, adding NPC animations, and documenting progress regularly for review.
Unity General Programmer/UI Programmer (Volunteer) at Yyanthire Studio
January 1, 2017 - January 1, 2020
Helped prototype Fragment’s Moonrise, a roguelike RTS game, in an online startup environment. Programmed much of the main UI and friendly unit AI, including a corner map, unit grouping, and a pause menu with settings and button remapping. Also set up early animations for player and enemy units.

Education

Bachelor’s Degree in Computer Science at Sacred Heart University School of Computer Science and Engineering
January 1, 2013 - January 1, 2017
Bachelor of Computer Science (Magna Cum Laude), Concentration: Game Design & Development at Sacred Heart University School of Computer Science and Engineering
January 1, 2013 - January 1, 2017

Qualifications

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Industry Experience

Gaming, Education, Professional Services, Software & Internet, Media & Entertainment
    Diary of a Madman

    “Diary of a Madman” is a visual novel adaptation of the short story of the same name by Guy de Maupassant. It is my first project developed in the Ren’py engine, and I also did all of the illustrations for the project.