Project Summary
Bluey’s Quest for the Gold Pen is a narrative adventure game developed in Unity for mobile and console. As Lead Programmer, I helped guide the project from early prototype through to launch, building core gameplay systems while leading the engineering team and establishing the project’s technical architecture.

Role: Lead Programmer
Platforms: iOS, Android, macOS (Release on console 28th of May)
Tools Used: Unity
I was the Lead Programmer on the project, helping guide development from early prototype all the way through to launch. The team started small with around six developers during prototyping and eventually grew to about thirty people by the end of production. During that time I helped establish the technical foundation of the project, set coding standards, and shaped the overall architecture so the codebase could scale as the team and scope grew.
I implemented many of the core gameplay systems that powered the game, including the world map, vehicle systems, and the player save system. These were designed to be flexible and extensible so that new content and gameplay features could be added easily throughout development.
A big part of my role involved working closely with designers and artists to turn gameplay ideas into solid technical systems. By building flexible frameworks in Unity, we were able to iterate quickly on gameplay while keeping the project stable as it expanded.
I also spent time focusing on performance and memory optimisation to make sure the game ran well across mobile platforms and macOS. This included identifying memory bottlenecks, improving asset usage, and making sure systems were built with platform constraints in mind.
As the engineering team grew, I managed and mentored other programmers, ran code reviews, and helped maintain coding standards to keep the codebase consistent and maintainable.
The game successfully shipped on Google Play, the App Store, and macOS and is scheduled to be released out to all platforms on the 28th of May 2026.
Key Contributions
- Led technical development from prototype to launch
- Architected core gameplay systems and project framework
- Implemented world map, vehicle systems, and save system
- Managed and mentored engineers as the team scaled
- Established coding standards and technical architecture
- Performed memory optimisation for mobile platforms