I am a British programmer based in Austria with over four decades of experience building games, engines, and tools across Europe, working with Unity, Unreal, Renderware, and custom engines. I enjoy turning complex requirements into robust, maintainable code and collaborating with designers, artists, and QA across distributed teams. My background spans VR, mobile, PC, tooling, and cross-platform development, including embedding Python scripting in Unity games. I have contributed to indie and studio titles, led feature development, and built open-source tools. I created projects like Chickens and Investory, and I have presented at events and collaborated with partners such as Sproing and Bongfish. I am passionate about learning new technologies, mentoring teams, and delivering high-quality software.

Andrei Ellman

I am a British programmer based in Austria with over four decades of experience building games, engines, and tools across Europe, working with Unity, Unreal, Renderware, and custom engines. I enjoy turning complex requirements into robust, maintainable code and collaborating with designers, artists, and QA across distributed teams. My background spans VR, mobile, PC, tooling, and cross-platform development, including embedding Python scripting in Unity games. I have contributed to indie and studio titles, led feature development, and built open-source tools. I created projects like Chickens and Investory, and I have presented at events and collaborated with partners such as Sproing and Bongfish. I am passionate about learning new technologies, mentoring teams, and delivering high-quality software.

Available to hire

I am a British programmer based in Austria with over four decades of experience building games, engines, and tools across Europe, working with Unity, Unreal, Renderware, and custom engines. I enjoy turning complex requirements into robust, maintainable code and collaborating with designers, artists, and QA across distributed teams. My background spans VR, mobile, PC, tooling, and cross-platform development, including embedding Python scripting in Unity games.

I have contributed to indie and studio titles, led feature development, and built open-source tools. I created projects like Chickens and Investory, and I have presented at events and collaborated with partners such as Sproing and Bongfish. I am passionate about learning new technologies, mentoring teams, and delivering high-quality software.

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Skills

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate

Language

English
Fluent
Dutch
Advanced
French
Advanced
German
Advanced
Latin
Beginner

Work Experience

Senior Programmer at HomePort Studios
August 1, 2025 - Present
Contractor role; developing prototype RPG in Unity; embedding Python scripting in-game; collaborating with design, art, and QA; implementing gameplay systems, tooling, and performance optimizations.
Programmer at Data Action
November 1, 2023 - September 1, 2024
Helped plan a story-based game about the dangers of AI; added features to the Unity prototype; worked on WebGL build; participated in online meetings with a cross-functional team; assisted with preparing funding applications.
Senior Programmer at The Sandbox
December 1, 2021 - October 1, 2022
Developed VoxEdit—a 3D voxel editor with a node-based animation system; implemented UI redesign and a new UI library; fixed bugs; collaborated with UX designer; remote work with a multi-national team; used Jira and ClickUp for task management and QA heat-maps.
Programmer at Tape Games
September 1, 2020 - April 1, 2021
Contract programmer working on Investory for iOS and Android using Unity; implemented interaction rules based on a Google Sheets-driven design; integrated Google Sheets access via Data API and created tutorials, localization, and in-app purchasing bugs fixes and improvements.
Programmer at Tape Games
October 1, 2021 - November 1, 2021
Earlier stint on the same project focusing on additional features, bug fixes, and team collaboration.
Senior Programmer at Bongfish / Blackshark.ai
April 1, 2019 - July 1, 2020
Wrote Unreal Editor plugins to expose GIS-driven digital twin data; built front-end tooling in Unreal; created Python scripts to orchestrate project; automated builds with Jenkins and Unreal commandlets; helped design front-end architecture for multi-project reuse.
Programmer at SquareBytes
December 1, 2018 - March 1, 2019
VR architecture-visualization; converted Unreal Blueprints to C++; assisted with upgrading to newer Unreal Engine; fixed issues during development and collaborated with designers; remote work.
Programmer at Game Gestalt
September 1, 2017 - February 1, 2018
Freelance work on a VR experience (Wunderberg) for HTC Vive; used Unity and VRTK; core gameplay elements, physics approximations, shaders, and editor tooling; team of nine; flexible work arrangements.
Senior Programmer at Sproing
March 1, 2015 - November 1, 2016
Worked on in-house ECS-based engine and editor; contributed to analytics integration and automated testing; participated in cross-team code merges and continuous integration; collaborated with Rovio as partner; multiple Scrum teams; office and remote work.
Programmer at Runecraft
November 1, 1999 - March 1, 2002
R&D team; tools for 3DS Max plugins; exporter for PlayStation and Dreamcast; implemented data compression components; documented code; mentored junior developers; contributed to multi-project tool integration.
Co-founder, programmer and designer at Ulterior Design Studios
September 1, 2003 - April 1, 2004
Co-founded a mobile software studio; led programming and design; developed Boink for the Mophun platform; built tooling and asset pipelines; earned Premium developer status; managed product development and team coordination.
Programmer at Digi-Guys / Ignition London
October 1, 2008 - April 1, 2010
Tools and support programmer; built pipelines and automation tools for the Wardevil project; plug-ins for Lightwave and game engine integration; mentored artists and implemented tooling improvements.
Programmer at Criterion Software
January 1, 1998 - April 1, 1999
Studios Game Tools and Technologies; Dive engine development; wrote exporters for 3DS MAX and Softimage; contributed to utility tools; documented code; supported multiple platforms.
Self-employed / Freelance Software Developer at Independent
May 1, 2004 - April 1, 2008
Developed freeware games (Chickens) and level-editor; contributed to open-source projects (Allegro); co-founded Ulterior Design Studios earlier; conducted freelance mobile game development; built cross-platform tooling and contributed to communities.
Self-employed / Freelance Software Developer at Independent
January 1, 2011 - November 1, 2014
Re-entered freelance work focusing on game development and tooling; continued contributions to open-source projects and personal projects.

Education

Bachelor of Science in Computer Science at University of York
October 1, 1992 - June 1, 1995
European Baccalaureate at European School Bergen
September 1, 1985 - July 1, 1992

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Investory

    Investory - an educational game for iOS/Android devices made with Unity and C#. I was one of two programmers on this game.