About Me
A proactive, versatile, and ambitious developer with experience releasing titles across Nintendo Switch, mobile, and PC. I leverage my understanding of various fields in the industry to help projects and businesses creatively solve challenges, turning ideas into engaging, polished experiences.
My journey into game development began at a young age, driven by a curiosity and hunger for knowledge, with mod development, and prototyping in GameMaker kickstarting my career in the games industry.
Looking to the future, I’m focused on strengthening my expertise in lower-level programming with C++ and expanding my toolkit through platforms like Blender, Unreal Engine, and Godot.
Outside of development, you’ll usually find me at the gym, listening to music, or playing games - with favorites including Escape From Tarkov, Final Fantasy Tactics Advance, and The Legend of Zelda: Majora’s Mask.
Thank you for visiting, If you'd like to reach out, you can contact me on LinkedIn or here.
Core Technologies
Amazon Web Services
Azure PlayFab
Photon Networking
Unity Gaming Services
Steamworks
Unity
C#
JavaScript
MySQL
Autodesk Maya
Blender
Affinity
Testimonials
Dylan was able to come in onto a project that had significant existing problems and holes within its codebase and was able to just get things working quickly and efficiently. My only regret with working with him is that I did not hire him sooner.
Athena Kipen
Lead Designer - Not Dead Design
Throughout our collaboration, Dylan consistently demonstrated their problem-solving skills, teamwork abilities, clear communication, and dedication to delivering high-quality work. Their enthusiasm, professionalism, and proactive approach make them an invaluable asset to any game development team.
Reuben Covington
Lead Designer - Lightmare Studios
Experience
Current
Lead Producer
Lightmare Studios, Melbourne, AU
Jan. 2021 - PresentPermanent
Social Games Leader (Game Development)
Lightmare Studios, Melbourne, AU
May 2025 - PresentPermanent
Previous
Lead Programmer
Liquid Heart, Melbourne, AU
Jul. 2023 - Aug. 2025Contract
Industry Consultant
Holmesglen Institute, Melbourne, AU
May 2024Volunteer
Lead Programmer
Not Dead Design & Whitethorn Games, Melbourne, AU
May 2022 - Apr 2023Contract
Contributions
Covid 2: Electric Boogaloo
Gallery
Infinity Wars - Chat User Interface Design
Designed Infinity War's Chat UI, including Chat rooms, friend list, 'Queue Invites' & Deck sharing.
Infinity Wars - User Interface Style Direction
Led a UI overhaul that evolved from an experiment into the default design, inspired by Artifact and Teamfight Tactics, and set a new visual standard for the project.
Covid 2: Electric Boogaloo
Mobile Game UI Design & Skybox Cubemap
Infinity Wars - CTCG Monetization Model Visual Overhaul
Redesigned Infinity War's 'Grayscale' cards into 'Worn' cards to improve contrast, readability, and affordance.
Infinity Wars - Reverse Engineered Foiling Shader
Reverse-engineered the original IW1 foiling effect, implementing enhancements to improve visual distinction and preserve card artwork integrity, overall improving clarity and premium feel to foiled cards.
Oh Shroom! - Character Design & Creation
Created 'shroomy guy' a low poly character, from concept to implementation, including rigging, animation and texturing.
Oh Shroom!
Wind Waker Inspired Particles Sheet
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