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ASH EDWARDS

Technical Designer & Game Developer with 7+ years of Unity experience, specialising in gameplay systems, mobile development, UI/UX and technical implementation.

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I’ve shipped games on iOS and Android, built commercial AR and interactive experiences for global brands, and developed scalable gameplay, LiveOps, analytics and content systems from prototype through production.

TOOLS & EXPERIENCE

CORE
Unity  -  C#  -  Technical Design  -  Gameplay Systems  -  UI / UX

 

MOBILE & LIVEOPS
iOS  -  Android  -  Firebase  -  Unity Analytics  -  Remote Config  -  AdMob  -  Localisation

 

ADDITIONAL TECHNOLOGIES
Unreal Engine  -  UEFN / Verse  -  Lens Studio  -  JavaScript  -  Roblox / Lua  -  Photon

 

WORKFLOW
Git  -  Unity Version Control  -  JSON / Data-Driven Pipelines  -  Custom Editor Tools  -  Agile Development

Home: About

PROFESSIONAL SHOWCASE

ACADEMIC SHOWCASE

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Unity - C#

Unity-based procedural asset generation tool developed as my final-year university project. Built to generate configurable 2D and 3D assets through algorithmic systems, with an emphasis on custom tooling, procedural workflows and user-controlled generation.

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Unity - C#

Procedural puzzle game exploring algorithmic maze generation and runtime level creation in Unity. Developed around reusable generation systems capable of producing varied, solvable pipe networks from procedural rules.

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Unity - C#

Top-down zombie survival shooter originally developed at university and expanded as an independent project. Features wave-based combat, enemy systems, weapons, player progression and broader gameplay experimentation within Unity.

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Unreal Engine 5 - Blueprints - C++

Six-month Unreal Engine development contract creating an interactive offender-profiling simulation for university teaching. As sole developer, I built the project’s gameplay systems, dialogue, objectives, inventory, virtual computer tools, persistence and data-export functionality.

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Unreal Engine 4 - Blueprints

Team-developed Unreal Engine tower-defence game where I served as project lead. I contributed to gameplay systems and technical implementation while coordinating development across the team from initial concept through delivery.

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Unreal Engine 4 - Blueprints

Unreal Engine murder-mystery project focused on environmental interaction, gameplay architecture and Blueprint-driven systems. Developed as part of university engine architecture work exploring structured gameplay implementation in UE4.

ABOUT ME

Hi, I’m Ash; a Technical Designer and Game Developer with over seven years of experience working with Unity across professional, independent, academic and personal projects.

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I specialise in turning ideas into polished, playable experiences, with particular experience in gameplay systems, UI/UX, mobile development, tools and data-driven content pipelines. I’ve taken projects from early prototypes through production and release, including shipping games on iOS and Android and developing interactive experiences for global brands including Red Bull and LUSH.

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My work often sits between design and engineering. I enjoy building the systems behind an experience just as much as refining how they feel to use. Whether that means developing gameplay mechanics, creating tools that improve production workflows, integrating analytics and LiveOps systems, or optimising a project for mobile hardware.

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Alongside development, I teach and mentor aspiring developers across Unity, Unreal and Roblox. Teaching has become an incredibly rewarding part of my work and keeps me constantly thinking about how complex technical ideas can be communicated clearly and practically.

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Above all, I enjoy solving problems, building things and working with people who care about creating great interactive experiences.

MY JOURNEY

My interest in development started long before it became a career. As a teenager, I spent countless hours experimenting with Flash, building small games and pulling apart both software and hardware simply to understand how things worked. That curiosity eventually developed into a much more serious interest in game development.

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I went on to study Computer Games Development at the University of Westminster, graduating with First Class Honours in 2023. During that time, Unity became my primary development environment, while projects in Unreal Engine, C++, procedural generation and interactive software gave me experience across a much wider range of disciplines.

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Since then, I’ve worked professionally across games, AR and interactive technology. At Aircards, I developed branded experiences using technologies including Unreal Editor for Fortnite and Snapchat Lens Studio, contributing to projects for clients such as LUSH and Red Bull. That work gave me valuable experience delivering polished interactive products within commercial production environments and collaborating across technical, creative and client-facing teams.

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More recently, my focus has returned heavily to Unity and mobile development. Working with Lunch Ghost Studios, I’ve taken a leading technical role on Raccoon Remedies, developing the game’s core systems, UI, content pipelines, analytics, LiveOps infrastructure, monetisation and mobile release pipeline. The game launched on iOS and Android in 2025 and has continued to evolve through new content, systems and post-launch development.

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Alongside my primary development work, I continue to build independent projects and teach game development. Working with students across Unity, Unreal, Roblox and other tools has been particularly rewarding, while constantly exposing me to new technical challenges and different approaches to game design.

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Games are still where much of my spare time ends up too, although when I’m away from a screen, I’m usually collecting records, playing guitar or heading to a gig.

Thanks for submitting!

Home: Contact

©2026 Ashley Edwards

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