For the last 6+ years I have been making video games, both professionally and personally.

I am a passionate and enthusiastic developer with a focus on consistent self improvement and high quality, readable, extensible and performant code.

I have development experience on multiple platforms including Mobile, Console and PC and have worked as a generalist in a number of different areas including game feature development, performance optimization, UI integration, technical art pipelines, R&D and third party SDK integration.

I also have experience in team leadership, project scheduling, risk mitigation, code architecture planning and prototyping

I graduated from the University of Hull in 2012 with a Masters of Engineering in Computer Science with Games Development


Latest Articles

  • WPF Tools, Unity and Asset Preprocessors
    by Lindsay Cox on January 18, 2020 at 3:47 pm

    Scriptable Objects are cool. Managing large data in them can be a pain and Unity Editor Window coding is also less than ideal and, in my opinion, pretty slow when it comes to iteration time. WPF, however, is a nice and quick way to get tools made. In our next Beehive Game (see what I… Read Mor […]

  • Data Workflow, Unity and You
    by Lindsay Cox on December 8, 2019 at 11:10 am

    I wrote an article back on my own blog a while ago about how I was using Scriptable Objects for my JRPG game, and actually added a way to load in from a spreadsheet to populate the scriptable object. After a lot of work on a variety of different genres, learning about what the quickest… Read Mor […]

  • Local Functions, Coroutines, Delegates i.e. why I was wrong
    by Lindsay Cox on October 24, 2019 at 12:01 am

    Originally I wrote a now removed post on Local Functions and coroutines and told you they were better than lambdas. I was wrong. Local Functions are still great if you want to improve performance, especially in this example: The silly assumption I made was that they would be faster when you pass them around. In… Read Mor […]

  • A really quick and dirty look at ECS and Entities.ForEach
    by Lindsay Cox on October 23, 2019 at 3:40 pm

    I decided to investigate ECS during some Personal Development Time with the objective of diving into ECS and creating something quick and dirty. I grabbed a project I had been using as a testbed previously which already had a character running around. I imported the entities package and took a jump into various tutorials. Here… Read Mor […]

  • CoroutineYieldInstruction and Tasks
    by Lindsay Cox on August 30, 2019 at 3:44 pm

    Unity has this neat way to Create your own CustomYieldInstructions, i.e. ways to implement your own WaitForSeconds or WaitUntil style functions. You can take the code from my previous post: And turn it into this: You will notice the new WaitForTasks line. This is our custom yield code: We just pass tasks in, iterate over… Read Mor […]

My Skills

Engines and Programming

I am well versed with Unity and C# having used the engine since 2010.
This includes a wide variety of projects from complex CCGs to Match 3 games.

I also have working knowledge of C++, Java, Objective-C and shader programming

Engines and Programming

Console Development

Fable Fortune allowed me to gain console development skills with the Xbox One. This gave me experience with implementing Xbox One specific functionality (in both C# and C++), the custom toolset and gave me a knowledge of the TCR/XR process

Mobile Development

I have worked on a number of mobile on iOS, Android and Windows Phone 8. titles including the hit free to play game CSR Racing. More recently, I have been working on eeking out performance from our games in order for them to run on circa 2012 devices

Tools and Pipeline Development

Part of my job has involved helping out with creating pipelines that makes Tech Artists, Animators, UI Artists and Designers lives easier by creating tools either within Unity or using bespoke solutions


I have worked closely with designers, iterating quickly in order to find the fun when looking at new game ideas. I am also actively involved in prototyping tech solutions to help solve problems both new and old

Planning and Team Skills

I have experience in planning the architecture of large systems, helping production with project scheduling and risk mitigation, in a lead capacity during my time on Fable Fortune and other unannounced projects and finally mentoring other members of the team


Fable Fortune

During my time on Fable Fortune I worked on UI, gameplay, graphics and animation pipelines before moving on to Xbox One Development and leading the project over the finish line

Secrets and Treasure: The Lost Cities

I worked as a generalist on the puzzle-pachinko game Secrets and Treasure. I worked on all aspects of the game from gameplay to 3rd party SDK integration

Hatoful Boyfriend

Worked on the HD Steam version of the game near the end of the project where I worked on UI, Localisation and Bug fixing

CSR Classics

Worked on Classics in tandem with CSR primarily on tools and infrastructure. Both games shared a very similar code base and the majority of things that went into CSR then went into Classics and vice versa. For example, the tools I built for putting cars into the game were originally designed for Classics then were later moved into the CSR code base.

CSR Racing

I joined the project just as we were starting multiplayer and worked on a number of UI elements and the RP bonus system. I also maintained the live game which mainly involved bug fixing and putting cars in the game. I was also responsible for building key infrastructure tools including a continuous integration system using Pulse and tools to make it easier to put the cars in the game.

Beehive Games

I also have my own micro-studio to release my games I make in my spare time. This includes Storm Ship Shiro, Devilwood and Stern To: A Boat Parking Game. These have been released on platforms such as Kartridge, Kongregate and Google Play


You can find me on LinkedIn