Aaron Drinkwater
I am a confident, analytical and adaptable professional with a strong background in programming, development, debugging, and software testing.
About
I am a confident, analytical and adaptable professional with a strong background in programming, development, debugging, and software testing. I have years of experience in game development and version control systems, and I bring a solid understanding of game engines, QA workflows, and testing methodologies.
I thrive in deadline-driven environments, take pride in attention to detail, identifying issues, and collaborating effectively across teams. I’m always motivated to learn and contribute efficiently. In my spare time I work on small computer game projects using Unity and Unreal, and I enjoy playing games, reading, watching/playing sports, and socialising with friends and family.
- 9 years' experience
- Joined September 2025
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
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Work experience· 11 roles
Updated Maid of Sker to the latest Unity version and ported this version of the game to all platforms. Upgraded Maid of Sker from Unity 2019 to Unity 6. Implemented dynamic resolution and upscaling to improve performance across platforms. Managed builds and submissions for all target platforms and consoles. Developed new gameplay features for an unannounced IP.
During my time at Wales Interactive I worked on updating Maid of Sker to the latest Unity version and porting the game to all platforms. I also contributed to their unannounced IP, upgrading Maid of Sker from Unity 2019 to Unity 6, implementing dynamic resolution and upscaling to improve performance across platforms, and managing builds and submissions for target platforms and consoles. I additionally developed new gameplay features for the unannounced IP.
Worked on Mars Horizon 2: The Search For Life, in-house Unity project. Established Perforce for source control and Swarm for code reviews. Developed new gameplay features including scan action, arming and disarming payload hotkeys and added orbit line data. Refactored notification and cell state systems to improve maintainability. Implemented asteroid system tooling for artists via shader tools. Added UI with UXML (popups, splash screen, debug menus, resolution options). Fixed numerous bugs and optimised performance.
Education
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