Gameplay Programmer at Shiverbug Studios

Oliver Neal

Games Developer · Unity (C#)

First Class Games Development graduate and ExpoTees 2026 award winner. I build the systems layer in Unity: state machine driven characters and enemy AI, the co-op plumbing around them, and the profiling that keeps it fast.

Portrait of Oliver Neal

Now

Gameplay Programmer at Shiverbug Studios

Building gameplay systems in engine, every day, on an original IP at Shiverbug Studios.

Out of Water in game screenshot: the seagull and turtle sitting on a pile of crates in an open beach level, surrounded by sand, palm trees and rocky cliffs

Out of Water · in development

Role
Gameplay Programmer
Engine
Unity 6 · C#
Dates
13 Jul to 18 Sep 2026
Length
10 week internship

Out of Water, an original IP

A 3D platformer collectathon built for two players on one sofa, in splitscreen, starring a turtle and a seagull. I own the character and enemy gameplay code, and I work in engine across:

Gameplay

  • Component driven state machines for both playable characters and the enemies, rebuilt from single file controllers
  • The co-op moveset that hangs off them, and the game feel around it
  • The splitscreen plumbing underneath co-op: per player device routing, cameras and character swapping

Performance & tooling

  • GPU driven rendering, quality tiers, LOD and culling passes, measured branch to branch with a profiling tool I wrote for the team
  • Blockout interactables and editor tooling the level designers build puzzles from
  • Supporting systems the rest of the team works through, including collectable saving and an in-game debug console

Presentation & audio

  • A UI Toolkit front end on a shared token system: HUD, character select, pause, save slots and a controls tutorial
  • Water, caustics and bubble shaders, in Shader Graph and in hand written URP HLSL
  • A decoupled FMOD layer the audio team plugs into
  • Unity 6
  • C#
  • FSM / HSM
  • Performance
  • FMOD
  • Cinemachine
  • UI Toolkit
  • Shader Graph
  • HLSL

About

A bit about me

I'm Oliver, a games developer working in Unity and C#. I've been making games in Unity since 2018, and building them consistently since 2023, so when I graduated from Teesside University in July 2026 with First Class Honours in BSc (Hons) Games Development, the degree sat on top of years of self-driven projects.

The part of games I enjoy most is the systems layer: state machines driving characters and enemy AI, and the profiling and optimisation that lets a scene keep its frame budget once everything is running at once. My final-year project artefact, Cyber Station, scored 90 out of 100.

Everything below is playable, most of it on itch.io with source on GitHub. If you'd rather read about the engineering, the project breakdowns go deeper on eight of them.

  • 1stBSc (Hons) Games Development
  • 80%overall degree average
  • 90final year artefact grade

Skills

What I work with

Languages & engines
C#, Unity 6 (2D / 3D), Shader Graph, HLSL, Unreal Engine 5, Python
Gameplay & AI
Gameplay programming, systems design, finite & hierarchical state machines, AI navigation, local co-op & splitscreen, Unity Input System
Performance
Profiling and frame analysis, time-sliced & multi-rate simulation, GPU driven rendering, LOD and culling, quality tiers, runtime NavMesh baking
Audio, UI & presentation
FMOD, UI Toolkit, Unity UI, Cinemachine, particle VFX
Multiplayer & services
Netcode for GameObjects, Unity Authentication, Relay, Cloud Save
Tools & workflow
Git and Git LFS, branch workflow on a shared team repo, Visual Studio, JetBrains Rider, Claude Code, Codex, Figma, Trello, technical documentation

Projects

Solo projects

Newest first. Click a thumbnail for the technical breakdown; hover to see it in motion.

Tile Turfer: blue and red teams battling to claim tiles across a pixel map, with a minimap and a fire rate power up

Tile Turfer

Jan 2026

A turf-war arena shooter where one territory percentage drives the difficulty, your fire rate and your attacks at once, across procedurally generated caves with runtime 2D navigation.

  • Unity 2D
  • C#
  • Procedural
  • Enemy AI
Minimalists: a stripped back 3D RTS map with blue and magenta bases, turrets and unit counts over each structure hover

Minimalists

Aug 2025

Minimalist 3D RTS with advanced enemy AI. Capture structures, commit forces by percentage and outthink opponents in anything from a duel to a four way free for all.

  • Unity 3D
  • C#
  • Enemy AI
  • RTS
Wanted: the player glowing red under red flashlight beams as police officers close in through the trees hover

Wanted

May 2025

A top-down stealth survival game built in a week for the Tyne to Game jam. Evade an escalating police presence, patrolling officers, cars and a helicopter, across procedurally generated cover while managing stamina and a rising detection meter.

  • Unity 6
  • C#
  • Procedural
  • Stealth AI
Unicellular: thousands of glowing single celled organisms drifting across a dark field, running at 92 FPS hover

Unicellular

Feb 2025

Idle simulation stress-tested to 10,000 entities at once, kept smooth by finite state machines, a multi-rate tick and time-sliced proximity AI inside Unity's GameObject workflow.

  • Unity
  • C#
  • FSM
  • Optimisation
3D Netcode Tank Game: two Unity clients side by side, each showing the host and join lobby menu hover

3D Netcode Tank Game

Jan 2025

Server-authoritative multiplayer tank shooter on Unity Netcode for GameObjects: Relay-hosted sessions, cloud authentication and a 64-ray hitscan resolved on the server.

  • Unity 3D
  • C#
  • Netcode
  • Multiplayer
Pinnable: a metal bucket catching marbles fired from a cannon while dodging falling pins in a 2D arcade game hover

Pinnable

Mar 2024

A 2D arcade score-attack game: catch marbles from a moving cannon, dodge the pins, and survive a spawn director that ramps up the harder you play.

  • Unity 2D
  • C#
  • Arcade
  • Physics

Projects

Team projects

Group builds, with my individual contribution called out on each.

Space Bar Simulator gameplay: carrying a tray in first person while collecting Space Beer bottles from a fridge, with table orders and the day timer on the HUD
Team project · 10 people

Space Bar Simulator

Jan 2026

A retro futurist bar simulator set on its own asteroid, a 1950s diner drifting through space. Built in Unreal Engine 5 for Beta Arcade, Teesside's studio simulation module.

My role: player controller, interaction architecture and the camera-blended station systems.

  • Unreal Engine 5
  • Blueprints
  • Interaction
  • UI
Candy Corporate: pixel art top down view of the candy company storefront hover
Team project

Candy Corporate

Apr 2024

A 2D top-down extraction game inspired by Lethal Company: delve into the candy company, fill your pockets, and choose whether to eat your haul for abilities and health or sell whatever you carry back out alive.

My role: level design, tile creation and pixel art integration.

  • Pixel art
  • Level design
  • Tilesets
  • Extraction

Education

Where I studied

  1. BSc (Hons) Games Development

    Teesside University

    Graduated July 2026 · First Class Honours · 80% overall

    My final-year project scored 84%; its artefact, Cyber Station, scored 90 and won Best Games Programming and Development Artefact at ExpoTees 2026.

  2. FdSc Games Technologies

    Newcastle College University Centre

    Graduated July 2025 · 2:1 (Year 1 Distinction, Year 2 Merit)

  3. BTEC Level 3 National Diploma in Creative Digital Media

    Newcastle College

    Distinction

Log

Latest from LinkedIn

A running log of what I'm building and shipping, posted as it happens. Newest first.

Four members of the Shiverbug Studios team on Brighton seafront during Develop:Brighton Oliver Neal wearing a Develop:Brighton attendee badge on Brighton seafront

First week done as a Gameplay Programmer Intern at Shiverbug Studios, most of it spent at Develop:Brighton with the team. 😎 Spent a day on the expo floor seeing what studios and tools teams are actually building, and the rest of the time talking to people: grads, programmers, designers, studio leads. Came away with a much better sense of the industry I've just joined. Getting to spend the week with the Shiverbug team was the best part of it. Conversations by the seaside and hanging out in the evenings playing Jackbox were really fun! 😊 Thanks to everyone who stopped to chat. I really loved meeting you all!

Read on LinkedIn
Out of Water: the seagull and turtle by a crate in a beach level Shiverbug Studios skull-and-moth logo on a black background

Today is my first day as a Gameplay Programmer Intern at Shiverbug Studios! 🎉 After graduating from Teesside University with a First in BSc (Hons) Games Development, I'm excited to take my first step into the industry. I'm looking forward to contributing to the team, learning from experienced designers and developers, and putting everything from Cyber Station and my other Unity projects into practice in a studio environment! To hit the ground running, I'll also be at Develop:Brighton this week (14–16 July)! If you're heading down too, feel free to come say hi, I'm happy to meet anyone and everyone in the games industry! Busy week ahead 😅

Read on LinkedIn
Newcastle College University Centre logo Teesside University logo

I'm thrilled to share that I've graduated from Teesside University with a First-Class Honours degree in BSc (Hons) Games Development. 🎓 This one means a lot. I started my journey at Newcastle College University Centre, where I earned a 2:1 in my FdSc Games Technologies, then took the leap of transferring to Teesside for the final year of the BSc. Stepping into a new university and a higher level all at once was a little jarring, and finishing with a First is the result I'd hoped for when I made that decision. A highlight of the year was my final year project, Cyber Station, a futuristic station-management game built in Unity (C#), using AI navigation and dynamic finite state machines to handle complex passenger needs. It scored 90, and went on to win Best Games Programming and Development Artefact at ExpoTees. Seeing it recognised to that extent made all the late nights worth it 😅 Huge thanks to the lecturers and friends at both Newcastle College and Teesside who were there along the way! Onwards to what's next... 👀

Read on LinkedIn
Oliver Neal receiving the Best Artefact award for Games Programming and Development at ExpoTees 2026 Cyber Station: neon platforms, trains and passengers from an isometric view

I'm proud to share that Cyber Station won Best Artefact for Games Programming & Development at ExpoTees 2026! 🚆🏆 Cyber Station is my final year project: a 3D construction and management simulation made in Unity, where players design, expand, and operate a futuristic train station. This project has been a huge step forward for me as a games developer. It challenged me to bring together passenger AI, finite state machines, train scheduling, grid-based construction, staff coordination, station ratings, progression, economy balancing, and save/load systems into one connected simulation. Winning this award means a lot, especially after the amount of time spent trying to make the station feel alive: passengers moving through the space, facilities being used, trains arriving, staff responding to problems, and multiple systems feeding into each other. A huge thank you to Neil H. for organising the event, and to everyone at Teesside University who supported, gave feedback, tested the project, or stopped by to talk about Cyber Station.

Read on LinkedIn
Cyber Station late game: crowds of passengers moving through a neon concourse 1-minute demo

I'm excited to share that I've finished my final year project: Cyber Station! 🚆 Cyber Station is a 3D construction and management simulation made in Unity, where the player designs, expands, and operates a growing futuristic train station. The project became a really rewarding systems-design challenge, bringing together passenger AI, facility interactions, train scheduling, a grid-based build system, station ratings, decoration coverage, progression, and save/load functionality. For the one-minute demo, I wanted to show the station as a living simulation: passengers moving through the station, trains arriving, facilities being used, and the management systems feeding into each other. This has been a huge step forward for me as a games developer. It pushed me to build more scalable Unity systems, work with finite state machine AI, use ScriptableObjects for data-driven content, and structure a larger codebase around managers, controllers, coordinators, and reusable components.

Read on LinkedIn

Contact

Get in touch

I'm currently a gameplay programmer at Shiverbug Studios, on an internship running to September 2026, and looking for what comes after it. Whether it's about my work, a project or a future opportunity, I'd be glad to hear from you.

Based in Middlesbrough in the UK, with the right to work here. Always open to opportunities, and happy to relocate or work remotely.

Send me a message

Rather use your own email client? [email protected]