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TAL SCHEFFER
Sand & Bone Below Truffle Keeper Duck Game The Interview Tooling About Contact

Tal Scheffer, game developer

Pixel-art portrait of me, with my name underneath

Game Developer

Gameplay Programming · Game Design · Unity/C#

View Projects View CV ↓ GitHub ↗

Shipped · Steam demo live · 2023–2026

Lead Gameplay Programmer · Unity/C# · Steam Demo

A Tale of Sand and Bone logo

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."

Unity/C# Gameplay Programming Game Design Combat & AI Procedural Generation Tools Programming Audio Design

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, tunable without code changes.
  • Designed and implemented the procedural level-generation pipeline, plus Odin editor tools for combat testing and graph validation that speed up design iteration.
  • Built reusable gameplay architecture using VContainer, UniTask, R3 and hierarchical FSMs.
View on Steam ↗

Shipped · Collaboration with artist, playable on itch.io · 2025

Designer & Programmer · Unity/C# · Itch.io Release

Below

Below is a really personal project and a love letter to the kinds of games that first inspired me to create. I built it in just 12 days, and so it pushed me to work under an extremely tight deadline without compromising on my core vision, atmosphere, or level of polish that I wanted to achieve. It's one of the projects I'm most proud of.

Unity/C# Gameplay Programming Game Design Level Design Dialogue Systems Narrative Design Art Direction Audio Design
  • Owned design and programming from concept to release, alongside an artist collaborator.
  • Designed encounters around player psychology: cramped routes, verticality, silence and contrast.
  • Built the NPC dialogue tooling, jump-buffered movement, checkpoints and level transitions.
Play on itch.io ↗

Solo · Unity

Solo Developer · Design & Programming · Unity/C#

Truffle Keeper

A personal passion project. As a lover of survival-crafting games, I wanted to make my own. I learned so much about managing a larger project, scope, working within a large codebase. Truffle Keeper challenged me to learn from existing games to create a strong combat system and a navigable UI with good UX. During the day you gather resources, build defenses, explore the area, and at night you defend your camp from an onslaught of cute but really angry mushrooms.

Action Survival Solo Project Base Building uGUI UI/UX Procedural Generation Crafting System SOLID Design Patterns
  • Designed the gather, build, craft and trade loop, then built every system behind it.
  • Built base-building and structure placement, from grid validation to persistence.
  • Designed and implemented the Truffle economy, a wandering merchant and a companion's combat AI.
GitHub ↗

University project · 2023

Sole Programmer · Unity/C# · Team Project

Duck Game

I made this game with my first year roommate. As a student of Animation, she needed someone with the technical expertise to realise her vision. I pushed us to make something ambitious, despite working on my exams at the time. Despite a stressful few weeks, I believe we managed to create something truly unique. You have to carefully navigate a role as a mother of several ducklings, recovering them and leading them to safety.

Unity/C# Gameplay Programming Puzzle Design Level Design Companion AI State Machines
  • 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.
  • As sole programmer, also built the FSM-driven AI, health and damage, abilities, UI and audio.

Newcastle · Inclusivity Game Jam · Nov 2023

Gameplay Programmer · 48-Hour Game Jam

The Interview

This game attempts to use satire to explore how identity can shape an important aspect of people's lives: the job interview. The game is split into two stages, the walk there and the job interview itself, combining a side-scrolling adventure with a visual novel. Players play as three different characters to explore how conversations and challenges differ according to race and gender.

Narrative Jam 48-Hour Collab Team Project Social Commentary
  • 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.

Tools for Design Iteration

Editor Tooling

Built to speed up design iteration, including my own: tune, test and validate content in-editor, no code change needed.

Odin Inspector ScriptableObjects Custom Editor Windows Validation Tooling Addressables
Odin Inspector
Custom inspectors and attribute-driven editors for combat, ability and enemy data, so designers can tune values without touching code.
ScriptableObjects
Data-driven configs for weapons, enemies and procedural-generation rules: editable and swappable without a rebuild.
Validation tooling
Custom editor windows that flag broken references and bad procedural-generation output before a build ships.
Content pipelines
Addressables-based asset workflows built to keep designer-facing content changes out of the programmer's way.

About

A short summary about me

People tend to think I exaggerate when I say game development is my life, and I'm really not. I pour all my creative energy into the things I create. I am relentlessly persistent in design, programming, sound, and all other aspects of development.

My design philosophy is to have meticulous care for the hundreds of small details, with the belief that to someone, it will have a profound impact.

I think our ability to create is one thing that makes our species so unique, and video games combine so many different forms of expression, and that's why I dedicate myself to crafting them. Creating a game forces you to learn things you never would have expected, and I'm grateful to be around at a time when they are so appreciated.

I'm just a dude with an immense passion for making games, and being part of a team that makes them.

Me running the registration desk at Newcastle University's Inclusivity Game Jam
Me at the Game Development Society stall, showing off a build on two laptops
Helping a group of students debug their game at a Newcastle University game jam
Showcasing A Tale of Sand and Bone at an evening game showcase event
Pointing out a bug on screen with students at a Newcastle University game jam
A Tale of Sand and Bone running on a laptop at the game showcase event
Programming
Gameplay systems, combat, enemy AI, procgen, editor tooling
Design
Mechanics, systems, encounters, playtesting
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

Get in touch

Let's build
games.

[email protected] GitHub ↗ Steam ↗ Download CV ↓
My signature Tal Scheffer: Game Developer · Unity/C#
Newcastle, UK
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