I’m Trevor Nagel, a former health professional turned game programmer. I started by building a personal engine to master the fundamentals, and over the past seven years I’ve grown into a core developer at an indie studio, guiding projects from concept to release on Mobile, PC, and Nintendo Switch. I’m an end-to-end Unity developer with experience architecting gameplay systems for both single-player and networked environments, comfortable with Unity’s core workflow, 3D math, nav, version control, profiling, and collaboration tools. While my foundation is in Unity and C#, I’ve also dug into Unreal Engine (C++). I still marvel at how lines of code become living worlds filled with fun and adventure. I hold Australian and UK passports, and I love the outdoors—trail marathons included.

Trevor Nagel

I’m Trevor Nagel, a former health professional turned game programmer. I started by building a personal engine to master the fundamentals, and over the past seven years I’ve grown into a core developer at an indie studio, guiding projects from concept to release on Mobile, PC, and Nintendo Switch. I’m an end-to-end Unity developer with experience architecting gameplay systems for both single-player and networked environments, comfortable with Unity’s core workflow, 3D math, nav, version control, profiling, and collaboration tools. While my foundation is in Unity and C#, I’ve also dug into Unreal Engine (C++). I still marvel at how lines of code become living worlds filled with fun and adventure. I hold Australian and UK passports, and I love the outdoors—trail marathons included.

Available to hire

I’m Trevor Nagel, a former health professional turned game programmer. I started by building a personal engine to master the fundamentals, and over the past seven years I’ve grown into a core developer at an indie studio, guiding projects from concept to release on Mobile, PC, and Nintendo Switch.

I’m an end-to-end Unity developer with experience architecting gameplay systems for both single-player and networked environments, comfortable with Unity’s core workflow, 3D math, nav, version control, profiling, and collaboration tools. While my foundation is in Unity and C#, I’ve also dug into Unreal Engine (C++). I still marvel at how lines of code become living worlds filled with fun and adventure. I hold Australian and UK passports, and I love the outdoors—trail marathons included.

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Experience Level

Expert
Expert
Expert
Expert

Language

English
Fluent

Work Experience

Primary Gameplay Programmer at Flightless Ltd
November 1, 2021 - January 1, 2026
Lead gameplay programming for in-house IP across networked and single-player modes. Implemented client-side prediction with Fishnet and server reconciliation; integrated Fishnet, ECM, and nav mesh to support networked NPC movement; developed a server-authoritative limb transaction system enabling detachable limbs to be interacted with, thrown, retrieved, and reattached with synced visuals and combat modes. Built limb interaction systems, a robust input and limb-tracking pipeline, a limb-visibility culling process to maintain performance, and a rich NPC AI FSM for behaviors such as crab claw charge and goo-gun patterns. Delivered animation-driven combat in networked contexts and supported tooling to accelerate development.
Primary Gameplay Programmer at Killing Things With Your Friends
February 1, 2019 - October 1, 2021
Developed a four-player peer-to-peer networked PvE experience, bringing characters and world to life in Unity with networked limb-based systems. Implemented detachable limbs for arms and legs with interactive world elements, limb tossing, retrieval, and reattachment, enabling melee and projectile attacks. Built a context-aware input system with variable press duration, server-authoritative combat, limb-aware targeting, and animation-driven movement. Designed a robust limb tracking and data mapping system, limb state synchronization, and a performance-conscious limb culling strategy. Created NPC AI behaviors and complex attack patterns (e.g., crab claw charge, beetle goo-gun) within a cohesive, data-driven framework.
Engine Developer at Lamorna Engine
July 1, 2017 - February 1, 2019
Implemented a basic game engine from the ground up as a learning exercise. Features included a robust HD software renderer with sort-middle binning, hierarchical rasteriser, Morton-coded depth buffer, axis-aligned collision with fixed-point arithmetic and BVH, spatial sound, keyframe animation, dynamic light maps, a custom thread pool with a job/dependency system, and an ECS-style architecture with Unity-like archetypes. Tools used included Visual Studio, GitHub, VTune, and Cppcheck (C/C++, SSE 4.1, x86-64 asm).
Pharmacist at Brassall Pharmacy
March 1, 1999 - July 1, 2017
Pharmacist in a busy suburban retail pharmacy.

Education

Bachelor of Pharmacy at The University of Queensland
January 11, 2030 - January 1, 1997

Qualifications

Pharmacist Registration (Australia)
January 11, 2030 - February 16, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert

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