Open to Junior & Graduate Gameplay Programming Roles
Tal Scheffer, gameplay programmer
Gameplay Programmer · Unity / C#
Shipped · Steam demo live · 2023–2026
Lead Gameplay Programmer · Unity / C# · Steam Demo
A Tale of Sand and Bone
"You play as Shai, a fallen warrior bound to a vengeful spirit, climbing and fighting your way to claim vengeance against the gods."
Key engineering areas
Combat architecture · Enemy AI · Procedural level generation · Weapons & inventory · Health / damage / poise · Checkpoints & fast travel · Designer-facing editor tools
- Built modular combat, weapon, shield, poise, health and damage systems.
- Developed procedural level-generation workflows and validation tooling.
- Created custom Unity/Odin editor tools to speed up testing and content creation.
- Built reusable gameplay architecture using VContainer, UniTask, R3 and hierarchical FSMs.
Shipped · Collaboration with artist, playable on itch.io · 2025
Gameplay Programmer · Unity / C# · Itch.io Release
Below
A night-lit narrative platformer about being lost, and the strangers who talk you through it: no combat, no fail state, nothing to fall back on but the conversation.
- Built the dialogue and branching-conversation tooling that drives every NPC interaction.
- Implemented the platforming movement, checkpointing and level-transition systems.
- Worked directly with an artist collaborator to integrate pixel art and lighting into a cohesive night-time look.
Solo · Unity
Solo Gameplay Programmer · Unity / C#
Truffle Keeper
An action-survival loop: gather and build out a walled camp, craft weapons at a bench, then spend a Truffle economy at a wandering merchant NPC, with a tamed companion fighting alongside you.
- Built the base-building and structure-placement systems, from grid validation to persistence.
- Implemented a crafting and truffle-economy loop, including a wandering merchant NPC.
- Programmed a tamed companion's combat AI and follow/assist behaviour.
University project · 2023
Sole Programmer · Unity / C# · Team Project
Duck Game
A collaborative 2D platformer where you can call your ducklings to fall in behind you on demand, trailing you from sunlit forest canopies into a glowing underground cave.
- Designed and implemented the on-demand duckling-follow system: a trailing formation of AI companions that can be called in and out of formation at will.
- Built the 2D platforming movement and the forest-to-cave level traversal.
Newcastle · Inclusivity Game Jam · Nov 2023
Gameplay Programmer · 48-Hour Game Jam
The Interview
The piece explores how identity influences experience. Players walk to a job interview as three different characters; each encounters the same environment, but their journey differs based on who they are.
- Built the branching dialogue and choice system driving three distinct character playthroughs.
- Implemented the shared player movement and interaction systems reused across all three character paths.
Cross-Project Differentiator
Editor Tooling
Workflow tools that let designers self-serve instead of waiting on a programmer, built alongside every project above.
About
A short summary about me
I've spent 4 years building games more ambitious than a solo or small-team project has any business attempting: a procedurally generated roguelite with a full combat suite, and a systems-heavy life-sim that tries to make you feel something through the mechanics, not the story.
My design sense comes from playing games, not studying them, Project Zomboid, Stardew Valley, Terraria, Ark are the ones I keep going back to. I can still back a decision up with the theory when it's needed, I just don't start there.
In 2025 I facilitated Newcastle University's student game jams, helping teams scope an idea down to something they could actually finish, then debugging it with them when it didn't work.
- Focus
- Gameplay systems, combat, enemy AI, procedural generation, editor tooling
- Education
- Newcastle University
BSc Computer Science (Game Engineering)
2023–2026 - Languages
- C#, Python, Java
- Unity
- Unity 2022.3 / Unity 6, Editor tooling, ScriptableObjects, Addressables, Input System, Cinemachine, URP, Tilemaps
- Architecture
- VContainer / Zenject, R3, UniTask, VitalRouter, LitMotion, Odin Inspector, object pooling, state machines