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.

scroll
Sydrenz Cao
based in
Laguna β†’ Sunderland ✦

01

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.

status
Final year
DLSU Manila β€” graduating mid-2026
specialisation
Tools & Systems
Unity Β· C# Β· Mobile-first
target market
UK Β· Mobile
Open to relocation Β· Skilled Worker visa
education
BS Interactive Entertainment - Major in Game Development
De La Salle University

02

skills

core
C# Unity Editor Scripting C++ HLSL
unity systems
Addressables Assembly Definitions ScriptableObjects Object Pooling EditorWindow
mobile & platforms
Mobile-first Android iOS WebGL Free-to-play
tools & pipeline
Git & GitHub Visual Studio DirectX 11 SFML Godot

03

projects

archived

Beyond the Thicket

4-month collaborative project. Designed and implemented the core turn-based combat system β€” stat architecture, action resolution, and encounter flow.

Unity C# Combat Systems Collaborative
archived β€” coursework

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.

C++ DirectX 11 HLSL Rendering
archived β€” coursework

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.

C++ SFML Collaborative

04

contact

Let's build
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†’