
Role: Lead Programmer
Platforms: iOS, Android, macOS
Tools Used: Unity
I served as the Lead Programmer on the project, guiding the technical development from early prototype through to launch. The project began with a small prototype team of six developers and expanded to approximately thirty team members by the end of production. During this time, I established the technical foundation of the project, defined coding standards, and provided architectural direction to ensure the codebase remained scalable and maintainable as the team grew.
I implemented many of the core gameplay systems that powered the game. These included the world map, vehicle and the player save systems, all designed with extensibility in mind so that new content and gameplay features could be added efficiently throughout development.
A key part of my role involved collaborating closely with designers and artists to translate gameplay concepts into robust technical systems. By building flexible frameworks in Unity, we were able to iterate quickly on gameplay features while maintaining stability as the project scaled.
I also focused on performance and memory optimisation to ensure the game ran reliably across mobile platforms and macOS. This involved identifying memory bottlenecks, improving asset usage, and ensuring systems were implemented with platform constraints in mind.
As the engineering team grew, I managed and mentored other programmers, conducted code reviews, and established coding standards to maintain consistency and quality across the codebase. This helped the team scale effectively while keeping the technical architecture cohesive.
The project successfully shipped on time on Google Play, the App Store, and macOS.