Hello! I’m Cuba Stanley, a multidisciplinary game developer and independent studio owner based in Worcester, United Kingdom. I specialise in cross‑platform Unity development for PC, mobile, and Nintendo Switch, with a passion for live‑service titles and shaping product vision from concept to release. I work with external packages and the Unity Gaming Services suite (Multiplayer, Economy, Accounts, Content Management) and coordinate a distributed team across multiple time zones to ship robust, scalable games. In addition to commercial work, I’ve led and contributed to internal projects and personal experiments, including Isle of Birds, Tile Lands, and most recently Slots Up. I focus on game feel, UI/UX, shader/art integration, and building pipelines for testing, beta programs, and patch releases, while maintaining open communication with players and stakeholders.

Cuba Stanley

Hello! I’m Cuba Stanley, a multidisciplinary game developer and independent studio owner based in Worcester, United Kingdom. I specialise in cross‑platform Unity development for PC, mobile, and Nintendo Switch, with a passion for live‑service titles and shaping product vision from concept to release. I work with external packages and the Unity Gaming Services suite (Multiplayer, Economy, Accounts, Content Management) and coordinate a distributed team across multiple time zones to ship robust, scalable games. In addition to commercial work, I’ve led and contributed to internal projects and personal experiments, including Isle of Birds, Tile Lands, and most recently Slots Up. I focus on game feel, UI/UX, shader/art integration, and building pipelines for testing, beta programs, and patch releases, while maintaining open communication with players and stakeholders.

Available to hire

Hello! I’m Cuba Stanley, a multidisciplinary game developer and independent studio owner based in Worcester, United Kingdom. I specialise in cross‑platform Unity development for PC, mobile, and Nintendo Switch, with a passion for live‑service titles and shaping product vision from concept to release. I work with external packages and the Unity Gaming Services suite (Multiplayer, Economy, Accounts, Content Management) and coordinate a distributed team across multiple time zones to ship robust, scalable games.

In addition to commercial work, I’ve led and contributed to internal projects and personal experiments, including Isle of Birds, Tile Lands, and most recently Slots Up. I focus on game feel, UI/UX, shader/art integration, and building pipelines for testing, beta programs, and patch releases, while maintaining open communication with players and stakeholders.

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Experience Level

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

English
Fluent

Work Experience

Platform Engineer at Capgemini UK
June 1, 2024 - August 1, 2025
Maintenance and development of core identity and access services for the UK EBSA platform, maintaining an advanced GoLang and Python codebase, and implementing end-user feedback from internal stakeholders. Led a major OpenLDAP upgrade, and managed large-scale Kubernetes deployments on AWS; automated Docker builds and deployments with Jenkins.
DevSecOps Engineer at Rowden Technologies
January 1, 2023 - March 1, 2024
Managed secure software systems across cloud (Azure and AWS) and on‑prem. Automated system deployments with Terraform and Pulumi. Contributed to the development of a proprietary webapp for user-management in a secure, untraceable messaging system for emergency service communication.
Junior DevOps Engineer at Payara Services
November 1, 2021 - December 1, 2022
Migrated on‑prem Jenkins instance (agents and conductor) to AWS with automated provisioning of agents on EC2, providing additional resources for concurrent test execution and improved stability. Maintained Java code and infrastructure for a multi-tenant SaaS platform ‘Payara Qube’, hosted in Microsoft Azure AKS.
Software Engineer at Payara Services
November 1, 2018 - November 1, 2021
Maintained the Application Server codebase in Java, performed critical bug fixes and client feature implementations. Supported QA in resolving test failures. Upgraded codebase to Jakarta EE, resolved Jakarta TCK failures, and implemented automated pipelines for executing TCK suites in parallel to improve testing efficiency and streamline product certification.
Studio Contractor / Project Lead at Kindred Games Club
March 1, 2024 - Present
Led planning and project management for a live-service mobile Bid Whist & Spades platform. Refined client requirements into deliverables and helped shape the product vision; implemented cross-platform multiplayer using Unity Netcode for GameObjects and Unity Authentication; integrated iOS Game Center and Google Play accounts; managed Unity Economy and In‑App Purchases; built publishing pipelines for Google Play and Apple Developer; coordinated a distributed team across multiple time zones; ensured on-time milestone deliveries.
Visual Developer / Game Feel & Steam Integration at Obfuscate Interactive
August 1, 2024 - November 1, 2024
Isle of Birds (Independent Contract): responsible for visual development, game feel, and Steam service integration for a PC title. Consulted on code architecture for maintenance and technical system refactors for clean integration of third-party Steam services. Implemented Steam Leaderboard and Achievements backend; integrated audio systems with custom playback; developed shaders and UI animations; assisted with art direction and UI/animation tasks.
UI/Animation / Internal Project Lead at Shiba Dog Studios
February 1, 2023 - November 1, 2023
Tile Lands (Internal Project): first in-house commercial release. Implemented a design-friendly content management system with a custom inspector and GUID serialization to support an inspector-managed content database, and end-user saving/loading of game sessions. Delivered full Steam support including Steam Deck controller, Leaderboards, Achievements, and Cloud Save for user preferences and session data. Led visuals and animation, including a custom spring-simulation system for code-driven animation. Guided game design from ideation to playtesting and balancing, and managed bug reports and patch releases.
Independent Projects / Personal Projects at Self-Employed / Personal Projects
November 1, 2020 - Present
November 2020 - Present: Beyond commercial work, I’ve participated in numerous game jams and personal projects across engines and domains to keep skills current. Included examples such as procedural animation systems, audio integration with FMOD and Wwise, and continued development of a personal Unity toolset for bootstrap projects and UI boilerplates. I release projects on itch.io and document progress on YouTube.

Education

BSc at Aston University
January 1, 2018 - January 1, 2022
BSc Digital and Technology Solutions (Degree Apprenticeship) at Aston University
November 1, 2018 - August 1, 2022

Qualifications

AWS Certified Solutions Architect
November 30, 2024 - August 1, 2026
BSc Digital and Technology Solutions (Degree Apprenticeship)
November 1, 2018 - August 1, 2022

Industry Experience

Government, Professional Services, Software & Internet, Gaming

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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