I am a passionate and results-driven Software & Game Developer with expertise in programming, design, and cross-platform development. I have hands-on experience in Unity, C++, and C#, and have self-published four games across Google Play, Amazon, and the Apple App Store. My work spans procedural generation, networking, and VR development, and I’m dedicated to delivering engaging experiences through creative technical solutions. I’m seeking opportunities to blend creativity, technical skill, and leadership in innovative game projects and cross-platform applications.

Conor Byrne

I am a passionate and results-driven Software & Game Developer with expertise in programming, design, and cross-platform development. I have hands-on experience in Unity, C++, and C#, and have self-published four games across Google Play, Amazon, and the Apple App Store. My work spans procedural generation, networking, and VR development, and I’m dedicated to delivering engaging experiences through creative technical solutions. I’m seeking opportunities to blend creativity, technical skill, and leadership in innovative game projects and cross-platform applications.

Available to hire

I am a passionate and results-driven Software & Game Developer with expertise in programming, design, and cross-platform development. I have hands-on experience in Unity, C++, and C#, and have self-published four games across Google Play, Amazon, and the Apple App Store. My work spans procedural generation, networking, and VR development, and I’m dedicated to delivering engaging experiences through creative technical solutions.

I’m seeking opportunities to blend creativity, technical skill, and leadership in innovative game projects and cross-platform applications.

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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
Irish
Beginner
Polish
Beginner

Work Experience

Unity Developer at East Coast Interactive
January 1, 2024 - Present
Implemented survival game inventory architecture using ScriptableObjects & generics for scalable item management. Developed multiplayer networking stack (Unity Netcode, RPCs, SyncVars, server-authoritative model) for real-time gameplay. Built custom Quest/Objective system via Unity Editor Extension, enabling data-driven mission scripting. Engineered planetary terrain generation pipeline using quadtree LOD, cubesphere mesh subdivision, NASA DEM heightmaps. Designed buoyancy & hydrodynamics system (raycasting + volume displacement methods) for realistic water physics.
Unity VR Developer at Accenture Poland
January 1, 2024 - September 11, 2025
Delivered VR lab training simulation (Oculus Rift) with GPU-accelerated fluid dynamics and particle physics for real-world accuracy. Built pipeline to convert CAD models, optimized FBX/GLTF interactive Unity VR environments. Integrated physics-based interactions (Inverse Kinematics, Rigidbody constraints, Colliders) for immersive training use cases.
Unity Developer at GameStarter
January 1, 2023 - September 11, 2025
Architected browser-based meta-game platform (WebGL + Web3 APIs) for decentralized indie game publishing. Developed procedural 3D tilemap & mesh generation framework (marching cubes, perlin/simplex noise). Implemented HLSL terrain shaders (normal mapping, triplanar projection, PBR materials). Integrated REST/JSON exchange + Web3.0/NFT smart contract calls for blockchain features.
Unity Developer at Flint Tech
January 1, 2021 - September 11, 2025
End-to-end mobile game dev pipeline (concept, design, build, release). Created character controller (rigidbody + state machine) , physics-driven interaction systems. Implemented mini-games with modular architecture, allowing rapid prototyping & feature reuse.
Unity Developer at East Coast Interactive
January 1, 2024 - Present
Implemented survival game inventory architecture using ScriptableObjects & generics for scalable item management. Developed multiplayer networking stack (Unity Netcode, RPCs, SyncVars, server-authoritative model) for real-time gameplay. Built custom Quest/Objective system via Unity Editor Extension, enabling data-driven mission scripting. Engineered planetary terrain generation pipeline using quadtree LOD, cubesphere mesh subdivision, NASA DEM heightmaps. Designed buoyancy & hydrodynamics system (raycasting + volume displacement methods) for realistic water physics.
Unity VR Developer at Accenture Poland
January 1, 2024 - October 6, 2025
Delivered VR lab training simulation (Oculus Rift) with GPU-accelerated fluid dynamics and particle physics for real-world accuracy. Built pipeline to convert CAD models, optimized FBX/GLTF interactive Unity VR environments. Integrated physics-based interactions (Inverse Kinematics, Rigidbody constraints, Colliders) for immersive training use cases.
Unity Developer at GameStarter
January 1, 2023 - October 6, 2025
Architected browser-based meta-game platform (WebGL + Web3 APIs) for decentralized indie game publishing. Developed procedural 3D tilemap & mesh generation framework (marching cubes, perlin/simplex noise). Implemented HLSL terrain shaders (normal mapping, triplanar projection, PBR materials). Integrated REST/JSON exchange + Web3.0/NFT smart contract calls for blockchain features.
Unity Developer at Flint Tech
December 31, 2021 - October 6, 2025
End-to-end mobile game dev pipeline (concept, design, build, release). Created character controller (rigidbody + state machine), physics-driven interaction systems. Implemented mini-games with modular architecture, allowing rapid prototyping & feature reuse.
Unity Developer at East Coast Interactive
January 1, 2024 - Present
Implemented survival game inventory architecture using ScriptableObjects and generics for scalable item management. Built multiplayer networking stack (Unity Netcode, RPCs, SyncVars, server-authoritative model) for real-time gameplay. Created a data-driven Quest/Objective system via Unity Editor Extensions. Engineered planetary terrain generation (quadtree LOD, cubesphere subdivision, NASA heightmaps). Designed buoyancy and hydrodynamics for realistic water physics.
Unity VR Developer at Accenture Poland
January 1, 2024 - October 6, 2025
Delivered VR lab training simulation (Oculus Rift) with GPU-accelerated fluid dynamics and particle physics for real-world accuracy. Built pipeline to convert CAD models and optimize FBX/GLTF interactive Unity VR environments. Integrated physics-based interactions (Inverse Kinematics, Rigidbody constraints, Colliders) for immersive training use cases.
Unity Developer at GameStarter
January 1, 2023 - October 6, 2025
Architected browser-based meta-game platform (WebGL + Web3 APIs) for decentralized indie game publishing. Developed procedural 3D tilemap & mesh generation (marching cubes, Perlin/simplex noise). Implemented HLSL terrain shaders and REST/JSON exchange + Web3.0 NFT contract calls for blockchain features.
Unity Developer at Flint Tech
January 1, 2021 - October 6, 2025
Managed end-to-end mobile game development pipeline (concept to release). Created character controller with physics-driven interactions and built modular mini-games to enable rapid prototyping and feature reuse.

Education

Electronic & Electrical Engineering at Dublin Institute of Technology
January 11, 2030 - September 11, 2025
at Dublin Institute of Technology
January 11, 2030 - October 6, 2025
Electronic & Electrical Engineering at Dublin Institute of Technology
January 11, 2030 - October 6, 2025

Qualifications

CompTIA IT Fundamentals (ITF+)
January 11, 2030 - September 11, 2025
Driving License – Category B
January 11, 2030 - September 11, 2025
CompTIA IT Fundamentals (ITF+)
January 11, 2030 - October 6, 2025
CompTIA IT Fundamentals (ITF+)
January 11, 2030 - October 6, 2025
Driving License – category B
January 11, 2030 - October 6, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services