
Michael Turner
I push pixels around and negotiate with computers, while they'll still listen.
7+ years as a Game Developer, working within teams and independently to create interactive experiences. forever seeking, learning, and shouting at the computer for not doing what I tell it to do, even though it only ever does exactly what I tell it to do, it just wasn't my intention to have it dropkick an object into infinity then crash, while crying about floating point precision errors... I need to sleep. bye :)
| orrb | 2026
A tile based puzzle exploration game. where you explore levels, discover rules, place tiles, and when ready, send the orrb on its way.
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coming to Steam and Xbox in 2026. ​
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Solo self-funded project with all aspects developed by myself.
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The project serves as a test-bed for Game development & production ideas I had from previous projects.
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Unity Game Engine is effectively utilised as an Editor and a Renderer, with explicit approaches and custom implementations being made to achieve specific goals:
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strict partition of Engine (Unity) & 'Managed' (My) code, resulting in a single point of contact, and a single instance in the codebase, of MonoBehaviour method calls (Awake, Start, Update, OnDestroy, etc) allowing for explicit control over execution flow on the 'Managed' code layer​​
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fastidious focus on optimisation with a goal of no garbage generation at run-time, resulting in a number of custom systems/implementations including:
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Custom Event/Interaction Systems with custom raycasters​
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Custom Direct Input Handling with rebinding and interface switching
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Custom Binary Writer/Reader replacement
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Custom Particle Systems utilising GPU instancing
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Custom Coroutine replacement
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Custom UI Elements
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Custom Tweening solution
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Editor Tooling to improve production includes:
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Direct Build pipeline access for quick output of builds across three platforms
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Editor Pre-processors (Scripting Define Symbols) hot-swapping to set Editor and Codebase to relative target platform config
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Level Data Code Generation & Source Injection​
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Automated full game playthrough at advanced playback speeds
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User Input Recording, Playback, & Exporting, allowing for testing of game state handling, session life-time memory usage, soaking, etc
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Extended Editor GUI
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Utilises HPC# to expose the codebase to any LLVM optimisations available via Burst Compiler​​
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Professional Experience
Ballistic Moon | 2022 - 2025
I was a part of Ballistic Moon's Programming Team as a Tools Programmer during Project Bates' (Until Dawn Remake) development, release, and patching cycles.
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Initially hired to take over the codebase for an internal tools suite from the Technical Director, I worked closely with Build Engineering, IT, Production, and the Technical Director.
This tools suite would be improved, updated, and deployed for use studio and partners wide, serving 60-180+ users during the project's lifetime.
​My Duties, Responsibilities, Output:​
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Take ownership of 'Commander' & 'Validator', a .NET C# CLI & GUI developer facing tools suite
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Stabilise & Maintain the existing codebases, adding Improvements & Features upon request, and/or after production review cycles
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Expand Validator with new validators to run against modified Code & Assets before submission to Repository
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Create Unreal Engine specific validations steps, utilising C++, Engine plugins, and Commandlets
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Debug/Modify Unreal Engine Build & Cook pipelines to optimise our CI/CD pipeline output
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DevOps considerations increased overtime with the codebase being directly integrated into the CI/CD
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Unreal Engine Patching System & Sony proprietary software integration
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Building Unreal Engine Specific tools to export project data for use in production reviews
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Extend Perforce tooling to allow for easier developer specific Repository pulling, Stream Switching,
File/Merge handling, etc -
Light Baking GUI tool to improve Lighters productivity and reduce bake fails
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Troubleshoot Unreal Engine build errors across office & remote machines
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Debug legacy codebases for inherited proprietary tools
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Onboarding Team Member to introduce new members and partners to the internal tools and documentation​
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IT Support for more Development specific issues​​
beyondthosehills | 2022
A contract with a former colleague's game company
beyondthosehills, providing general Unity & Game Development services to assist with exploration of game design and achieving internal goals on different projects. Included Game Design, Gameplay Prototyping, UI/UX and Editor tooling.
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My contribution resulted in a credit on beyondthosehills'
Cat Detective Albert Wilde, A comedy noir, sci-fi mystery set in 1930s New York.​
UniVirtual | 2018 - 2021
Worked on a next-gen Virtual Learning Environment (VLE), building from the ground up a replacement platform in Unity to allow the company to modernise services which existed on the platform Second Life.
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The project was intense, within a very small team, and it's architectural challenges were very much at the edge of what the Unity engine could be used for and for what software storefront would allow.
​Initially I was responsible for the project's:
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Asset Handling & Management Systems, (hot-loading of downloadable Assetbundles & DLLs at runtime)
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Text & Voice Communication Systems (Vivox)
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UI Programming & UX Design, (Main Interface, Content UI framework, Custom Specific to Content Demands)
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Generalist development tasks
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Working directly with Head of Development & Creative Leads
This later evolved into a role with more responsibilities including:
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Content Creation Pipeline Development
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Gameplay Programming
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Onboarding & Management of new developers joining the team
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Data Asset creation for integration with in-house solutions relative to Unity's Audio handling & Timeline systems​






