I am a programmer with extensive game industry experience since 2001. I have worked on gameplay, UI, systems, graphics, tools. I have shipped whole games as the sole programmer. I have worked with proprietary engines, Unity, Unreal and Godot, on PC and console platforms.

Alex May

I am a programmer with extensive game industry experience since 2001. I have worked on gameplay, UI, systems, graphics, tools. I have shipped whole games as the sole programmer. I have worked with proprietary engines, Unity, Unreal and Godot, on PC and console platforms.

Available to hire

I am a programmer with extensive game industry experience since 2001. I have worked on gameplay, UI, systems, graphics, tools. I have shipped whole games as the sole programmer. I have worked with proprietary engines, Unity, Unreal and Godot, on PC and console platforms.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Independent contractor / Freelancer (Solo projects)
January 1, 2024 - Present
Self-directed development and prototyping on solo projects; independent contractor providing game programming and engine work across platforms.
Senior programmer at The Chinese Room
January 1, 2021 - January 1, 2024
Vampire: The Masquerade: Bloodlines 2: Player controller code (movement, traversal, targeting) and enemies (sensing, behaviours).
Programmer at Hangar 13
January 1, 2019 - January 1, 2021
Unannounced project. Proprietary engine. C++, metagame data systems and UI.
Senior software developer at Curiscope Limited
May 1, 2017 - April 1, 2018
Graphics code in Operation Apex for desktop VR headsets: underwater shaders; compute shader-based kelp; procedurally schooling fish. Other code on Apex: UI; AI; optimisation; more.
Technical writer at Unity Technologies
March 1, 2016 - May 1, 2017
Documentation team: developmental editing and proofreading of user manual, API reference and other English language content. Writing and testing example code snippets.
Video game developer / contractor
April 1, 2010 - March 1, 2016
Eufloria PC – entire C# engine and game code, some game design, all art. Eufloria HD – port to multi-platform (PS3; PC) C++. Unity projects: Cottage of Doom, Starboretum; Next Gen Skills Academy – contract consultant; devising and writing lesson plans. Ninja Tune – Robbery: mobile game for Coldcut’s single.
Senior Programmer at Curve Studios
April 1, 2007 - April 1, 2010
Spongebob Squarepants XBLA - multiplayer platformer; Buzz PSP - Quiz game. Areas covered: Character control. Flexible font renderer for the company code library. Character animation. UI.
Programmer at Kuju London
September 1, 2006 - April 1, 2007
Knight Wars (Wii, cancelled). Areas covered: Character control, animation, combat.
Programmer at Curve Studios
March 1, 2005 - September 1, 2006
Tomb Raider Xbox Live Arcade prototype; Avatar Joypack TV Games; Spider-Man Joypack TV Games; Disney Joypack TV games; Superman Joypack TV Games (SunPlus PAC300). Areas covered: Character controller and interfacing with the physics code. Low level C game code for embedded 8-bit platforms.
Programmer at blue52 Games Limited
July 1, 2004 - March 1, 2005
Stolen (multi): 3rd person stealth action game. Areas covered: AI and AI engine code.
Programmer at Climax London
November 1, 2003 - July 1, 2004
The Final Option (multi, cancelled): GTA-style game; Black Hawk Down (Xbox). Areas covered: UI and game logic.
Programmer at blue52 Ltd
February 1, 2001 - November 1, 2003
Stolen (multi): 3rd person stealth action game; Lion King (PS2, cancelled); Ferris (PS2, cancelled); Peter Pan: Legend Of Neverland (PS2): Disney license. Areas covered: AI, UI, HUD, Puzzle minigame, Hub screens, Character controller, collision response, effects.

Education

Add your educational history here.

Qualifications

BSc (Hons) Astrophysics
January 11, 2030 - April 2, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Intermediate
Intermediate