game systems & tools programmer
Sydrenz
Anthony
Cao
I build the infrastructure that lets games ship β editor tooling, gameplay systems, and the pipelines designers actually want to use.
about
Final-year Game Development student at De La Salle University - Laguna Campus, specialising in the systems and tooling layer that sits between the engine and the designer.
My focus is on Unity editor tooling, gameplay systems architecture, and runtime performance for mobile platforms. I care about the kind of work that makes other people's jobs easier β a level editor that a designer can pick up without a tutorial, an asset pipeline that loads what it needs and nothing more.
Currently finishing a vertical slice with a custom Unity level editor, Addressables integration, and a codebase structured with Assembly Definitions. Looking for a junior tools/systems role in the UK after gaining local industry experience.
skills
projects
Curation Curiosity
A 3D educational puzzle game where players restore animal totems by identifying biological traits. Built for mobile with touchscreen-first interaction β swipe to rotate, tap to select, drag to answer.
Beyond the Thicket
4-month collaborative project. Designed and implemented the core turn-based combat system β stat architecture, action resolution, and encounter flow.
DirectX 11 Rendering Engine
Personal implementation of a rendering pipeline from scratch for GDENG03. Core pipeline, fog system, and shader architecture. Group variant includes collaborative contributions.
SFML Kong
Donkey Kong-inspired platformer in C++ and SFML. Buggy, but deliberately retained as a record of early-stage learning β the progression to Assembly-Definition-structured codebases is the point.
contact
something
worth shipping.
Open to junior systems and tools roles, internships, and project collaborations. Especially interested in mobile-first studios in the UK.
say hello β