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

Open to Junior & Graduate Roles

Tal Scheffer, game developer

Pixel-art portrait of me, with my name underneath

Game Developer

Gameplay Programming · Game Design · Unity/C#

View Projects Play the Steam demo ↗ View CV ↓ GitHub ↗
Education
BSc Computer Science (Game Engineering)
Experience
4 years Unity/C#
Focus
Combat · AI · Procgen · Tools
Status
Steam demo live · open to roles

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."

Action Roguelike Precision Platformer Pixel Graphics Egyptian Mythology Team Project

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.

Narrative Platformer Collaboration with Artist Pixel Graphics Dialogue Tooling
  • 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

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.

Action Survival Solo Project Base Building Crafting Economy
  • 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

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.

2D Platformer Sole Programmer On-Demand Duckling Follow Team Project
  • 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

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.

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

I design gameplay systems, then build them. I've spent 4 years doing that on 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.

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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