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Michael Turner

I push pixels around and negotiate with computers, while they'll still listen.

7+ years as a Game Developer, working within teams and independently to create interactive experiences. forever seeking, learning, and shouting at the computer for not doing what I tell it to do, even though it only ever does exactly what I tell it to do, it just wasn't my intention to have it dropkick an object into infinity then crash, while crying about floating point precision errors... I need to sleep. bye :)


GAMES
 

GAMES

  |  orrb  |  2026

A tile based puzzle exploration game. where you explore levels, discover rules, place tiles, and when ready, send the orrb on its way.

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coming to Steam and Xbox in 2026. ​

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  • Solo self-funded project with all aspects developed by myself.

  • The project serves as a test-bed for Game development & production ideas I had from previous projects.

  • Unity Game Engine is effectively utilised as an Editor and a Renderer, with explicit approaches and custom implementations being made to achieve specific goals:

    • strict partition of Engine (Unity) & 'Managed' (My) code, resulting in a single point of contact, and a single instance in the codebase, of MonoBehaviour method calls (Awake, Start, Update, OnDestroy, etc) allowing for explicit control over execution flow on the 'Managed' code layer​​

    • fastidious focus on optimisation with a goal of no garbage generation at run-time, resulting in a number of custom systems/implementations including:

      • Custom Event/Interaction Systems with custom raycasters​

      • Custom Direct Input Handling with rebinding and interface switching

      • Custom Binary Writer/Reader replacement

      • Custom Particle Systems utilising GPU instancing

      • Custom Coroutine replacement

      • Custom UI Elements

      • Custom Tweening solution

  • Editor Tooling to improve production includes:

    • Direct Build pipeline access for quick output of builds across three platforms

    • Editor Pre-processors (Scripting Define Symbols) hot-swapping to set Editor and Codebase to relative target platform config

    • Level Data Code Generation & Source Injection​

    • Automated full game playthrough at advanced playback speeds

    • User Input Recording, Playback, & Exporting, allowing for testing of game state handling, session life-time memory usage, soaking, etc

    • Extended Editor GUI

  • Utilises HPC# to expose the codebase to any LLVM optimisations available via Burst Compiler​​


EXPERIENCE

EXP

Ballistic Moon  |  2022 - 2025

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I was a part of Ballistic Moon's Programming Team as a Tools Programmer during Project Bates' (Until Dawn Remake) development, release, and patching cycles.

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Initially hired to take over the codebase for an internal tools suite from the Technical Director, I worked closely with Build Engineering, IT, Production, and the Technical Director.

 

This tools suite would be improved, updated, and deployed for use studio and partners wide, serving 60-180+ users during the project's lifetime.

​My Duties, Responsibilities, Output:​

  • Take ownership of 'Commander' & 'Validator', a .NET C# CLI & GUI developer facing tools suite

  • Stabilise & Maintain the existing codebases, adding Improvements & Features upon request, and/or after production review cycles

  • Expand Validator with new validators to run against modified Code & Assets before submission to Repository

  • Create Unreal Engine specific validations steps, utilising C++, Engine plugins, and Commandlets

  • Debug/Modify Unreal Engine Build & Cook pipelines to optimise our CI/CD pipeline output

    • DevOps considerations increased overtime with the codebase being directly integrated into the CI/CD

  • Unreal Engine Patching System & Sony proprietary software integration 

  • Building Unreal Engine Specific tools to export project data for use in production reviews

  • Extend Perforce tooling to allow for easier developer specific Repository pulling, Stream Switching,
    File/Merge handling, etc

  • Light Baking GUI tool to improve Lighters productivity and reduce bake fails

  • Troubleshoot Unreal Engine build errors across office & remote machines

  • Debug legacy codebases for inherited proprietary tools

  • Onboarding Team Member to introduce new members and partners to the internal tools and documentation​

  • IT Support for more Development specific issues​​

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beyondthosehills  |  2022   

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A contract with a former colleague's game company  

beyondthosehills, providing general Unity & Game Development services to assist with exploration of game design and achieving internal goals on different projects. Included Game Design, Gameplay Prototyping, UI/UX and Editor tooling.

​

My contribution resulted in a credit on beyondthosehills' 

Cat Detective Albert Wilde, A comedy noir, sci-fi mystery set in 1930s New York.​

UniVirtual  |  2018 - 2021

Worked on a next-gen Virtual Learning Environment (VLE), building from the ground up a replacement platform in Unity to allow the company to modernise services which existed on the platform Second Life.

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The project was intense, within a very small team, and it's architectural challenges were very much at the edge of what the Unity engine could be used for and for what software storefront would allow.

​Initially I was responsible for the project's:

  • Asset Handling & Management Systems, (hot-loading of downloadable Assetbundles & DLLs at runtime)

  • Text & Voice Communication Systems (Vivox)

  • UI Programming & UX Design, (Main Interface, Content UI framework, Custom Specific to Content Demands)

  • Generalist development tasks

  • Working directly with Head of Development & Creative Leads

 

This later evolved into a role with more responsibilities including:

  • Content Creation Pipeline Development

  • Gameplay Programming

  • Onboarding & Management of new developers joining the team

  • Data Asset creation for integration with in-house solutions relative to Unity's Audio handling & Timeline systems​


PROTOTYPES / EXPERIMENTS / WIPs

PROTO

RTS/TD Prototype  |  2025

  • Stress test Graphics Command Buffers, Indirect Draws, Instanced Draws, Entities count, etc

  • Time flow control system

  • Experimentation with Data driven code structure, exclusively structs, being passed around to functions

  • Interaction/Placement systems

  • Rudimentary agentic behaviour for testing purposes, converge to cardinal paths relative to target, attack when in range

!Prototype resolved, questions answered, with this being a candidate for 'mjwt game 2'

Thayn (mjwt Internal Engine WIP)  |  2025

  • 30 days to establish the engine foundational architecture

  • Thayn foundation established in C, Abstracted Render Backend for future expandability, current API is Vulkan.

  • Cairn Build Tool for Engine & Shaders, C# program that ingests proprietary config files to generate respective LLVM calls against source files.

  • Wither test Simulation layer where future games will reside

​

!Project halted until orrb release, and Jai public release  (considering Zig and Odin also).

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OTHER PROJECTS

FPS Prototype  |  2021

  • Systems: Interaction, Equipment, Ping, Level Streaming foundation, Gameplay Loop, etc​​

  • Network Experimentation, using DarkRift

  • UI/UX Experimentation

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!Prototype halted, the Game Design is complete & solid, but the project would require a team.

MediaPresenter |  2025

  • While assisting someone with their 100,000+ image library, I found the available applications to be horrendously slow for cycling through images.

  • Built out in an evening, C#, .NET, WinForms

  • Caches relative file paths and loads upon display request

  • Includes features to: display, slideshow at interval, audio handling same as images, shuffle, volume control, etc

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DWNLD |  2024

  • Frontend GUI for dl-ytp CLI, to be used for the archival of educational streams/VODs

  • Built in, C#, .NET, Avalonia

  • Features: Parameter Setup, Integrated Output Log, Status Feedback, Failure Resolve, Easy Pasting of URLs, etc

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Graduate Show Reel  |  2018

  • A mix of University projects and my own prototypes while at Southampton Solent University

  • Covering all aspects of Game Design, across Twin-Stick, Mobile, Side Scroller, and First Person

  • Dissertation Title: "How the use of artificial intelligence driven procedural generation can produce adaptive gameplay experiences"

ShutItDown |  2015

  • Built in, C#, .NET, WinForms

  • Quick setting of ad-hoc scheduler task for system shutdown/logoff/reset

  • The simplest of tools, but has been used almost every day for over a decade now, and has saved me more money on electricity bills then I care to mention.

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Copyright © Michael Turner, 2026.

All rights reserved.

Certain images, logos and products are trademarks of and/or copyrighted by their respective owners.

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