- 📍 Netherlands, Remote
- 🎯 Open to Unity/Unreal gameplay & tools roles — and to AI workflow / agent engineering work
- 🔗 Portfolio · LinkedIn · itch.io · Other Links
- Unreal Engine Game/Tools Programmer Intern @ Vertigo Games (2025) ▸ Product Showoff · Video
- Unity Developer Intern @ Capitola Digital (2023–2024) ▸ Product Showoff · Video
- 🎮 Pixel Break — 2D top-down puzzle action shooter, 2-person team, Steam page in preparation
- 🖐️ VR contact hands — procedural hand/environment interaction, targeting a Fab plugin
- 🤖 Agent workflow design — governed automation, local retrieval, spec-first delivery
- 🧩 Extracting reusable Unity packages out of shipped projects
Lead Game Programmer · 6-person team · Unity 6.3 · GMTK Game Jam 2026 + post-jam pass
Build momentum through corridors while a ghost takes turns hunting you back. Shipped a complete loop in 4 days as sole dedicated programmer, then ran a documented stabilization pass.
- State authorities publish events instead of reaching into each other; cross-system consequences isolated in named bridge components
- All tuning in 8 ScriptableObject settings assets — designers rebalance without code
- Ghost AI state machine: line-of-sight perception, chase/flee/freeze, NavMesh
- GitHub Actions + game-ci + butler pipeline, auto-deploys to itch.io on QA push
C# Unity 6 NavMesh ScriptableObjects GitHub Actions
▸ Repo · Play on itch.io · Docs
Solo Tools Programmer · Unity · installable via UPM
A project-specific level-flow workflow, rebuilt as a reusable package — then consumed by my own game as a tagged Git dependency.
- ScriptableObject
LevelDefinition/LevelSequenceassets: stable IDs, scene refs, ordered flow - Replaceable scene loading via
ILevelSceneLoader(fades, Addressables, save gates, tests) - Inspector validation for duplicate IDs, null entries, Build Settings drift — plus strict build blocking
- Documentation and a
Basic Level Flowsample for adoption outside the original project
C# Unity UPM Editor tooling
Solo Programmer · Unreal Engine 5 · C++
A modular gameplay ability system written to be read: ownership, behavior, and tuning data deliberately separated.
AbilityComponent/ ability logic / DataAssets split three ways- Dash, Projectile and PulseScan abilities via polymorphic ability classes
- Cooldown management and event broadcasting; tuning lives in data, not code
C++ Unreal Engine 5 DataAssets
Solo Unreal Engine VR Developer · prototype → testing
Hands that respond to what they touch, instead of replaying authored poses. Follows on from the Hand Pose Editor I built at Vertigo Games, which solved the static half of the same problem.
- Procedural finger posing driven by surface traces and IK (CCDIK / FABRIK / FBIK under evaluation)
- Engine path and MVP scope currently being decided; targeting a Fab plugin release
Unreal Engine VR IK
▸ Repo
Solo Developer & Designer · Unreal Engine · C++ and Blueprints · 2024
My first Unreal project, taken from concept to finished game — then reopened six months later and rebuilt around an endlessly generating landscape.
- Extended Edition: noise-driven procedural terrain that generates ahead of the rider, with obstacles and terrain transitions adapting during the run
- Physics-based snowboard handling; C++ and Blueprints split across gameplay and tuning
- Full cycle solo: gameplay, procedural content, UI/UX, audio, QA passes for performance and stability
- Shipped, then extended — the second edition exists because the first one was finished
Unreal Engine C++ Blueprints Procedural generation Physics
▸ Repo · Original · Extended Edition
I build with agents, not from them: specs and contracts first, constrained execution, human approval at every semantic change, verification before a claim is made. The rules live in the repositories, committed next to the code they govern.
Governed agentic automation platform — solo architect & operator · Python / PowerShell / TypeScript · private repo
- 25 tool trees where every autonomous capability is flag-gated, recorded in an audit trail, and reversible to a byte-identical prior state
- Offline retrieval over a private Markdown corpus — local embeddings and vector store, exposed to AI assistants through a read-only MCP server, privacy enforced at index construction
- 9 capability areas taken from manual operation to 12 scheduled unattended jobs, the fastest on a 10-minute cycle
- Spec-first delivery: 28 specifications, 25 phased roadmaps with explicit exit gates, 29 automated test suites, a 55-check deterministic validator
The method is public even where the platform isn't — committed artifacts, not claims:
Note: These currently only represent AI use with game development. Check my LinkedIn for more AI related posts.
Parallel-Worktree-Contracts.md— ownership contracts that kept 6 people and their agents across ~20 branches from damaging serialized Unity assetsEngineering-Decisions.md— decision record maintained during a 4-day jam
Claude Code Codex MCP Python PowerShell TypeScript Local embeddings + vector store
Three consecutive GMTK Game Jams — 27,591 entries between them. Each one a finished, publicly playable, publicly rated build.
| Year | Game | Role | Result | Links |
|---|---|---|---|---|
| 2026 | TagDown — first-person momentum chase Theme: Countdown · Unity 6.3 · 6-person team |
Lead Game Programmer | #132 / 10,555 Audio · #329 Enjoyment top 1.3% · 15 ratings |
Play · Jam page |
| 2025 | Rendezvous with Death — 3D psychological narrative puzzle Theme: Loop · Unity · 3-person team |
Lead Game Programmer | #43 / 9,518 Narrative · #330 Artwork top 0.5% · 23 ratings |
Play · Jam page |
| 2024 | Pixel Break — 2D top-down puzzle action shooter Theme: Built To Scale · Unity · 2-person team |
Game Programmer | #44 / 7,518 Creativity · #197 Overall top 0.6% · 43 ratings |
Play · Jam page |
Pixel Break grew out of its 2024 jam build into an ongoing commercial project. TagDown's audio system became a reusable Unity package.
Pixel Break — 2D top-down puzzle action shooter · Game Programmer · 2-person team · 2024–present Custom resizable playable game-window mechanic, stencil-buffer masking, runtime settings persistence. The level-flow tooling here became the Unity package above. ▸ Play Game Jam build
Governed agentic automation platform — solo architect · Python / PowerShell / TypeScript · private 25 tool trees where every autonomous capability is flag-gated, audited, and reversible to a byte-identical prior state. Offline retrieval over a private Markdown corpus (local embeddings + vector store) exposed to AI assistants through a read-only MCP server.
| Project | What it answers | Stack |
|---|---|---|
| Utility vs Reflex AI | Comparative study of utility-based vs reflex-based decision-making in a real-time simulation | C# / Unity |
| Occlusion vs Portal Culling | Measured comparison of two culling strategies | C# / Unity |
| Trello Cover Color Power-Up | Small workflow tool, shipped as a Trello Power-Up | HTML / JS |
Earlier team & school projects (2021–2024)
Cinematic QTE Experience · Unreal · 7-person team · 2024–2025Product Owner / SCRUM Master / Dev Team Lead. Motion capture pipeline; built a mocap sync tool for facial + body capture. ▸ Watch |
Toy Room Showdown · Unity · 7-person team · 2023Sole programmer. Asymmetric party game; Photon online multiplayer, PC + mobile builds, accelerometer input, original soundtrack. ▸ Watch · Repo |
3D Exploration Quest Game · Unity · 6-person team · 2022Sole programmer. Quest/task system, switching between player and vehicle control states, node-based pedestrian and traffic movement over NavMesh. ▸ Watch · private repo |
Scribble Tales · Unity · 2022Co-op read-and-draw story game for a parent and child. Runtime text-file story loading, audio system, branching story paths. ▸ Watch · Repo |
|
Seaside Monster Cup · Unity · 7-person team · 2023 Sole programmer. Kart racing with power-ups; car physics, local 4-player split-screen, Cinemachine and post-processing. Repo |
- Engines
Unity 2021·Unity 2022·Unity 6·Unreal Engine 5 - Languages
C#·C++·Python·PowerShell - Gameplay
ScriptableObject-driven design·State Machines·NavMesh AI·Physics & Interactions - Tools
Unity Editor tooling·UPM packages·Unreal DataAssets·Editor validation - XR
Meta Quest·Hand interaction & pose authoring - Pipeline
Git / Git LFS·Perforce·GitHub Actions·game-ci·butler - AI / Agents
Claude Code·Codex·MCP servers·Prompt engineering·Context engineering·Harness engineering·Local embeddings & vector search·Spec-first agent workflows
Also worked with: Java, libGDX, GXPEngine, SQL/Node.js, Flutter
📫 https://www.linkedin.com/in/alansafonov - Open to collaboration and inquiries









