Senior Unity engineer.

Fifteen years of shipped games.

Co-creator and lead engineer of Hyperflora, a top-down action roguelike on Steam. Earlier roles covered voxel pipelines, VR tools, casino platforms, and five years leading a game team for cinema audiences.

Hamilton, OntarioRemote-friendlyOpen to new work
Featured
Always Geeky Games · Unity 6 · Steam, Windows and macOS · 2026

Co-creator, game director, lead engineer

A top-down action roguelike about cultivating strange flora between combat runs. Started as a personal prototype and reached a live Steam page in seven months with a small team.

01Combat. Stamina-gated block, parry, and counter on tight timing windows, against enemies that telegraph before they swing.
02Procedural levels. Voxel models from the artist become tile sets that assemble into dungeon rooms at runtime, with editor tools so nobody hand-places a room.
03Gamepad-first UI. One UI Toolkit design system across every screen, with the focus and input-prompt rules enforced by tests so they never regress.
04A base-building sim between runs. Grow and process the flora you bring back, presented as a bank of retro-CRT terminals.
05Shipping. Every merge builds Windows and macOS and deploys to a Steam branch, with test suites gating the rules that matter.
06An AI-assisted workflow. Project skills, reference docs, and the Unity editor driven over MCP, all built in-house. It's how a small team moves this fast.
Hyperflora: the greenhouse, voxel plants in a grid of pods Hyperflora screenshot Hyperflora: the Cultivation Pods terminal Hyperflora screenshot Hyperflora screenshot
Earlier work
2022 to 2026

Voxie Tactics

Senior game developer · Always Geeky Games

Free-to-play turn-based tactics on Windows, iOS, and Android. Ported the legacy C++ codebase to Unity, then built the dedicated servers and matchmaking, the PC launcher and patcher, the in-game store, live services, and CI.

2019 to 2022

Super Code Strike

Senior game developer · Creatubbles

Voxel art pipeline from authoring to runtime, a character customization system, a user-facing level editor, and procedurally generated voxel terrain.

2019

VR architectural configurator

Lead developer · Invent Dev

Vive and Oculus app for customizing architectural designs: layouts, a tagged furniture library, high-definition rendering, and backend integration.

2019

Casino platforms

Game developer and senior game developer · Cloud Street Gaming and WGames

Art pipeline and UI/UX overhaul for a multiplayer poker console in live casinos; a rebuilt game-loading system for a mobile slot platform.

2014 to 2019

Games for cinema audiences

Lead game developer · Timeplay

Branded games played on the audience's phones in sync with the theatre screen, for Sony Pictures, Lindt, Interac, Mazda, and MTS. Twelve titles.

2011 to 2013

Four educational titles

Game developer · BlackCherry Digital Media

First Encounters, Virtual Safety Village, Sid the Science Kid, and One Million Monkeys. Web, tablet, and mobile, all in Unity.

2009 to 2013

Installations and experiments

Carleton, Algonquin, and personal

A five-screen projection arena, a sound-synthesis touch table, an animated short, 3D modelling and rigging, and a music setup. Seven projects.

Approach

Systems and pipelines first

Building the tool that makes the next hundred assets cheap beats hand-placing the first ten. Voxel importers, tileset authoring, level editors, and content pipelines show up in every role so far.

Standards that enforce themselves

On Hyperflora the UI focus rules, input-prompt rules, economy shape, and save isolation are all EditMode tests. If a rule matters, it should fail a build, not live in a wiki.

AI as part of the pipeline

Claude Code runs against the Unity editor through MCP, with project skills and reference docs that encode how the codebase works. It changed what the team can ship.

Connect

Or email moffatjason@gmail.com

Open to new work.

Senior engineering, leads, or a short contract. Based in Hamilton, Ontario, remote-friendly. Send a note, or find me here.