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

  • Single Thread Vs Tasks Vs Unity C# Jobs – Simple Performance Test
    by Lindsay Cox on July 31, 2019 at 4:58 pm

    I have recently been looking into Unity’s Data-Orientated Technology Stack as it is fairly new and my commercial experience so far has been with the current bog-standard Unity. I decided I would do some code that would just crunch through numbers, no Unity API. I would test the following: Doing the work normally in the… Read Mor […]

  • Open World in Unity – Initial Investigations
    by Lindsay Cox on July 26, 2019 at 4:03 pm

    Spider-Man is not only one of my favourite comic books characters but is also one of my favourite video games of all time. Of course, I was pretty excited when they put up a technical post-mortem (yes excited. I know. I am a massive nerd.) Since watching the post mortem, in my typical punk, “fuck… Read Mor […]

  • Super Simple Object Culling
    by Lindsay Cox on July 24, 2019 at 8:39 pm

    This is a little trick from a prototype I was working on ages ago. Essentially there was a character that moved around an environment and attacked enemies. The problem was he sometimes got obscured by the environment. As it was a prototype, I made the quickest and dirtiest thing I could and whacked it in.… Read Mor […]

  • Characters looking at Stuff with IK
    by Lindsay Cox on July 24, 2019 at 7:28 pm

    In this article, I am going to talk about using Inverse Kinematics in Unity and in particular characters looking at each other. If you have ever played games like Uncharted 4 or Final Fantasy XV, when characters talk to each other whilst the player is controlling them, you will see them physically look at each other.… Read Mor […]

  • Unity C# Performance Tips and Tricks
    by Lindsay Cox on July 24, 2019 at 7:00 pm

    Whether you are running on PC, Mobile or Console, there is going to be a point where you want to optimize your game. In this post, I have a couple of tips, tricks, dos and do-nots to help your code run a bit more performantly. Caching Firstly, we can stop the game creating unnecessary garbage… 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