About Me
Hi, I'm a games developer, passionate about creating and developing games. I am very self-motivated and always striving to improve and learn new things.
Interactive Portfolio Demo
Information
Experience and support
Technical Skills
Core Competencies
Additional Skills
My Education
2019 - 2022
Saxion University of Applied SciencesBachelor of Science
Creative Media Game Technologies2016 - 2018
Universty of Creative ArtsLevel 3 BTEC Extended Diploma
Creative Media Production and TechnologiesRecent Works













Academic Achievement
On July 12, 2022, I graduated from Saxion University of Applied Sciences with a Bachelor of Science in Creative Media and Game Technologies, achieving a score of 8.1/10 (equivalent to First Class Honours).
Core Areas of Study
- Game Programming & Software Architecture
- 3D Modeling & Animation
- Game Design & Player Experience
- Interactive Media Development
- Project Management & Team Collaboration
- User Experience Design
Key Projects
- Met'Em - 100-player multiplayer social platform with Abstraction Games
- Various game prototypes exploring different genres and mechanics
- Interactive media installations combining hardware and software
- Collaborative industry projects with real-world clients
Technical Skills Acquired
- Proficiency in C#, C++, and other programming languages
- Expert knowledge of Unity and experience with Unreal Engine
- Version control and collaborative development workflows
- Cross-platform development techniques
- Performance optimization for interactive applications
Self-Directed Learning
Beyond the formal curriculum, I consistently pursued self-directed learning in areas such as:
- Mobile game development and monetization strategies
- Live2D animation techniques
- Advanced shader programming
- Game marketing and community building
Philosophy
Although I've completed my formal education, I maintain a growth mindset and consider myself a lifelong learner. I believe that the rapidly evolving field of game development requires continuous learning and adaptation, and I'm committed to staying at the forefront of industry developments throughout my professional career.
Project Overview
I worked at Thales, a leading navy and aerospace defense company, where I contributed to their Naval Game - a serious game designed to engage students potentially interested in careers at Thales.
My Role
UX Developer & UI Systems Engineer
Technologies Used
- Unity Game Engine
- C# Programming
- Custom Animation Systems
- UI Framework Development
Key Contributions
I was responsible for significantly improving the user experience by:
- Designing and implementing dynamic animated scene transitions
- Creating responsive UI feedback systems
- Developing reusable tools and frameworks for future developers
- Establishing UX standards and documentation
Challenges & Solutions
The main challenge was creating intuitive transitions between complex simulation scenarios while maintaining performance. I solved this by developing a modular transition system that pre-loaded assets and used efficient animation techniques to ensure smooth experiences even on lower-end hardware.
Outcomes
- Improved user engagement metrics
- Reduced development time for new scenarios
- Consistent UX standards across the application
- Better maintainability for future development

Project Overview
Met'Em was an ambitious university project developed in collaboration with Abstraction Games. Our team of seven was tasked with creating a 100-player multiplayer social space featuring live video and audio communication, along with various mini-games for users to enjoy together.
My Role
Lead Network Engineer & Audio/Video Integration Specialist
Technologies Used
- Unreal Engine 4
- C++ Programming
- Agora SDK (Real-time Communication API)
- Multiplayer Networking Architecture
- Blueprint Visual Scripting
Key Contributions
- Implemented real-time video and audio communication using the Agora C++ API
- Designed and optimized network architecture to support 100 concurrent users
- Created integration systems between the communication layer and game mechanics
- Collaborated with team members to ensure mini-games functioned properly in the multiplayer environment
Challenges & Solutions
The biggest challenge was integrating the Agora API, which had limited documentation for Unreal Engine, while ensuring optimal performance with many simultaneous video/audio streams. I solved this by creating a custom wrapper class that efficiently managed resources and implemented dynamic quality scaling based on connection strength and number of active users.
Outcomes
- Successfully delivered a functioning multiplayer platform that supported our target user count
- Received positive feedback from Abstraction Games on the technical implementation
- Gained valuable experience in large-scale multiplayer development
- Developed reusable components for future real-time communication projects


Project Overview
"Puzzle Bugs" is a puzzle-platformer created during the XP Game Jam (Global Game Jam). Players navigate increasingly complex levels by controlling different bug characters—each with unique movement styles—to reach the goal. The game was built in Unity and released as a browser-playable HTML5 build.
Team
- Developer: Iain Harrison (me)
- Artist: Lena Van
Concept & Mechanics
- Players begin as one bug, then unlock others—like grasshopper and caterpillar—each with distinct movement abilities
- Gradual level design introduces new bugs and challenges, encouraging mastery of each movement type
- Strong focus on game feel with satisfying, responsive controls—such as snappy jumps or smooth crawling
- Carefully designed levels teach and combine abilities in creative ways
Technical Highlights
- Built with Unity and exported to WebGL/HTML5 for browser-based play
- Fine-tuned physics and input responsiveness to enhance immersion
- Carefully structured level design that teaches and combines abilities
- Example: using the grasshopper's leap to reach areas only accessible to the caterpillar later on
Awards & Recognition
- Winner of Best Game at the regional XP Game Jam
- Winner of Best Mechanic for designing intuitive yet strategic bug-based movement systems
Collaboration & Process
Our team split the 48-hour timeframe into clear milestones—mechanics first, then level integration, followed by art polish and playtesting. I handled the coding, mechanics, movement feel, and level logic, while Lena created cohesive visual assets to support each bug's identity and readability. We used quick internal tests to refine control feel and level pacing for maximum engagement.
Learnings & Growth
This project reinforced the importance of tight, feel-driven mechanics—essential in short play experiences. I gained valuable experience in designing progressive tutorials seamlessly embedded in level layouts and strengthened my collaboration skills working with an artist under tight time pressures.
For future enhancements, I've identified several opportunities: additional bug abilities, variable level themes, and even narrative elements that could expand the game's scope and depth.


Project Overview
"The Fragile Journey" is a puzzle game created during the 48-hour Global Game Jam 2025. Players guide the "Bubble Prince" home by utilizing the unique abilities of three bubble-themed teammates to solve puzzles. As the lead developer, I designed the core mechanics, implemented the gameplay systems, and oversaw the overall gameplay flow.
Team
- Developer: Iain Harrison (me)
- Artists: Lena Van & Nigel Macugay
Gameplay Mechanics
- Control the Bubble Prince and three unique comrades, each with distinct abilities
- Switch between characters to solve cooperative puzzles and progress through levels
- Simple yet elegant mechanics that earned the Best Mechanic recognition
Technical Details
- Built with Unity and exported to WebGL/HTML5 for browser-based play
- No downloads needed - lightweight yet polished experience
- Genre: Puzzle, Single-player
- Tags: Bubble, No AI, Short, Singleplayer, Unity
Awards & Recognition
- Winner of Best Game at the regional Global Game Jam 2025
- Winner of Best Mechanic at the regional Global Game Jam 2025
- Perfect 5.0 rating from 3 player reviews
Development Insights
Creating "The Fragile Journey" in just 48 hours (with sleep!) was an intense but rewarding experience. The tight deadline forced us to focus on core mechanics and gameplay feel rather than unnecessary features. Our team collaborated effectively, with real-time coordination and decision-making under pressure.
Reflections & Future Improvements
What went well: The character-switching mechanic proved to be both intuitive and engaging, allowing for creative puzzle design within our limited timeframe. The simple art style complemented the gameplay perfectly.
What I learned: Rapid prototyping and prioritization are crucial skills in game jams. Starting with a solid core mechanic and building outward was key to our success.
Future improvements: With more time, I'd expand the game with additional levels, more complex puzzle interactions between characters, and perhaps a narrative element to enhance player engagement.


Project Overview
The Dusseldorp Project is a large-scale Unity-based platform designed to visualize major infrastructure projects — such as new buildings, parking structures, and park renovations — within 360-degree photographic environments.
The application was developed to work seamlessly across desktop and VR, allowing users to navigate, edit, and present proposed environments in fully immersive 3D spaces.
This was one of Recreate's most ambitious and technically involved projects, and I contributed from day one—helping design and implement the core systems that powered its functionality. Though it was my final project at Recreate, it was also my most educational and transformative experience.
Company & Role
- Company: Recreate (Rijssen, Netherlands)
- Role: Unity Developer
Systems & Features
- System Architecture: Helped define and implement the app's multi-tab interface and modular tool systems
- VR Functionality: Enabled full application use in virtual reality, including flythrough navigation, object placement/editing, and scene masking
- CycloMedia Integration: Anchored 3D model positions to real-world 360° photography, ensuring geographic and visual alignment
- Multi-Tab Feature Set:
- Authentication Tab: Login, user roles, and access handling
- Library Manager: Asset uploading, scale configuration, and metadata tools
- Editor Tab: 3D sandbox for environment creation (e.g., placing benches, signs, structures)
- Canvas Tab: Perspective-based masking of objects for 360° photo integration
- Video Tab: Created media tools for generating promotional videos
- Web Integration: Developed a pipeline to export finished scenes to a Three.js-powered website for public access and stakeholder preview
Technical Highlights
- Unity Engine with XR support (VR desktop headsets)
- CycloMedia API: Mapped 360° photo locations to scene space
- 3D Object Placement: Anchored world elements precisely based on photo data
- Three.js Export Pipeline: Web-friendly renderings for easy stakeholder access
- XR Controls: Designed intuitive motion and interaction tools for both desktop and VR users
Leadership & Team Collaboration
- Actively involved in early project scoping, tech planning, and milestone delivery
- Took on greater technical leadership responsibilities in my final year at Recreate
- Collaborated with backend developers, 3D artists, and business stakeholders
- Mentored junior developers and ensured clean code structure and documentation practices
Skills & Growth
- Advanced Unity UI + VR system design
- Integration of real-world spatial photography into interactive 3D environments
- Developed new muscle in project planning, system architecture, and long-term team communication
- Balanced feature-rich design with performance optimization for VR environments
Outcome
The final product empowered clients to:
- Create immersive 360° mockups of future construction projects
- Explore these mockups in real time using both VR and desktop interfaces
- Export visualizations to a Three.js web platform for broader visibility and communication with stakeholders
Professional Impact
The Dusseldorp Project represents a milestone in my professional growth—where I combined my Unity expertise, VR design skills, and project leadership into a real-world application built for meaningful public impact.


Project Overview
The 3DX Platform is a powerful desktop and mobile ecosystem built to visualize and animate 3D CAD models in real time for a variety of business clients. It includes a Unity-based editor for desktop environments and a companion mobile AR app for real-world visualization.
This was Recreate's largest product, and I joined the team during its development—offering me a deep dive into professional Unity workflows, XR integration, and agile collaboration on a large-scale B2B product.
Company & Role
- Company: Recreate (Rijssen, Netherlands)
- Role: Unity Developer
- Team Size: Medium, cross-functional with dedicated engineering leads and backend support
Key Responsibilities
- UI/UX Development: Built highly performant, intuitive UI with Unity's built-in UI tools, focusing on scalable layouts and responsive interactions
- Backend Communication: Integrated Unity front-end logic with backend systems via REST APIs, in coordination with backend engineers
- XR Development: Worked on AR and mixed reality features to display CAD models in real-world spaces via mobile
- Version Control & Collaboration: Used Git/Bitbucket for code management; actively participated in pull requests and code reviews
- Agile Practices: Participated in daily standups, sprint planning, and retrospectives using Jira within a SCRUM framework
- Client-Facing Work: Occasionally involved in meetings for scoping and client alignment
Skills & Growth
- Unity UI Optimization: Gained deep practical experience building flexible, scalable UIs in Unity for real business use cases
- Backend Integration: Strengthened knowledge of Unity-to-server communication pipelines
- Mixed Reality Development: Worked across AR and MR applications to align 3D content with real-world spaces
- Mentorship: Working under Recreate's lead engineer, Annelien , helped accelerate my understanding of high-level Unity design patterns, optimization, and technical rigor
Professional Development
This was a formative professional project that sharpened my Unity development, problem-solving, and team collaboration skills. I experienced what it's like to contribute meaningfully to a large-scale, production-ready XR application from the ground up.
It taught me to balance performance, usability, and visual clarity—especially when working with complex CAD data in both desktop and mobile contexts.
Project Overview
'Leading through Uncertainty' was developed at Talespin in response to the COVID-19 pandemic's unprecedented impact on workplace leadership. This VR-based training program was designed to help business leaders navigate crisis situations by developing critical soft skills through immersive simulation experiences.
My Role
VR Development Intern & Quality Assurance Specialist
Technologies Used
- Unity Game Engine
- C# Programming
- VR Development (Oculus/Meta SDK)
- Version Control Systems
- Bug Tracking & Documentation Tools
Key Contributions
I joined Talespin during the final stages of this project, allowing me to focus on:
- Identifying and resolving critical bugs and performance issues
- Optimizing VR interactions for intuitive user experience
- Collaborating with the QA team on comprehensive testing protocols
- Documenting best practices for future project maintenance
- Supporting the final polish phase before client delivery
Learning Outcomes
This project provided valuable insights into:
- Professional VR development workflows in a corporate environment
- Effective project finalization and delivery processes
- Quality assurance methodologies for immersive experiences
- How VR can effectively simulate complex interpersonal scenarios
- The importance of user feedback in refining training simulations
Project Impact
As part of Talespin's CoPilot platform, 'Leading through Uncertainty' has helped numerous business leaders develop crucial crisis management skills through immersive VR training, demonstrating the practical application of virtual reality technology for professional development in challenging times.
Project Overview
While working at Talespin, I had the opportunity to be part of the engineering team for Project Propel, a VR-based training platform focused on teaching practical hard skills. Unlike Talespin's CoPilot project which focused on soft skills training, Propel was designed to teach technical skills such as using specialized tools and equipment.
My Role
VR Interaction Engineer & Feature Developer
Technologies Used
- Unity Game Engine
- C# Programming
- VR Development (Oculus/Meta SDK)
- 3D Interaction Design
- Physics-Based Tool Simulation
Key Contributions
I was involved from the project's inception through to its first alpha release, contributing to:
- Designing and implementing a dynamic interactable wristwatch UI that could be physically tapped in VR to pause the experience
- Creating realistic physics-based interactions for various tools used in training scenarios
- Developing and polishing the virtual tools used by players during training
- Implementing feedback systems to guide users through complex technical procedures
- Collaborating with instructional designers to ensure training accuracy
Challenges & Solutions
A significant challenge was creating intuitive VR interactions for technical tools that accurately simulated their real-world counterparts while remaining user-friendly. I addressed this by implementing a hybrid approach that combined realistic physics with subtle guidance systems and haptic feedback to help users understand proper tool usage.
Outcomes
- Successfully delivered the first alpha version of the Propel platform
- Created reusable interaction frameworks that accelerated development of new training modules
- Established best practices for technical skill simulation in VR
- Contributed to a platform that effectively teaches practical skills in an immersive environment

Project Overview
This is a personal passion project I've been developing alongside my university studies since 2020. Inspired by popular games like KleptoCats and Neko Atsume, I created a mobile game about collecting and caring for a variety of unique cats that visit the player's customizable house.
My Role
Solo Developer (Programming, Art, Design, Marketing)
Technologies Used
- Unity Game Engine
- C# Programming
- Live2D Animation System
- AdMob & Unity Ads Integration
- Localization Systems
- Mobile UI/UX Design
Key Features
- Collection-based gameplay with dozens of unique cat characters
- House customization with unlockable furniture and decorations
- Stat-based progression system that influences cat visitation
- Dynamic 2D animations using Live2D technology
- Multi-language support for international release
- Monetization through strategic ad placement and optional purchases
Challenges & Solutions
The biggest challenge was balancing the scope of the project as a solo developer while maintaining high-quality standards. I addressed this by implementing an iterative development approach, focusing on core gameplay mechanics first, then gradually expanding features while documenting the process on YouTube to maintain accountability and gather community feedback.
Outcomes
- Developed a complete game from concept to near-release state
- Gained comprehensive experience in all aspects of mobile game development
- Built a YouTube following documenting the development process
- Mastered Live2D animation techniques for dynamic character presentation
- Developed effective monetization strategies for free-to-play mobile games
Program Overview
During the 3rd year of my university course, I completed a specialized minor called "Doing Business with China." This program was strategically chosen to support my goal of releasing my mobile game in the Chinese market, which represents one of the largest and most unique gaming markets globally.
Key Areas of Study
- Chinese Business Practices & Etiquette
- Chinese History & Cultural Context
- Mandarin Language Fundamentals
- Intercultural Management & Communication
- Chinese Market Entry Strategies
- Regulatory Environment for Digital Products in China
Skills Developed
- Cross-cultural communication and negotiation
- Cultural empathy and adaptability
- International business strategy
- Market analysis for Eastern markets
- Basic Mandarin language proficiency
Application to Game Development
This minor provided invaluable insights for developing games with global appeal, particularly for Eastern markets. I gained understanding of:
- Cultural preferences in game aesthetics and mechanics
- Localization considerations beyond simple translation
- Regulatory requirements for publishing games in China
- Monetization strategies effective in the Chinese market
Personal Impact
Having moved from England to the Netherlands, I've always appreciated cultural diversity. This program deepened my ability to empathize with cultural differences in professional settings. The most valuable lesson was understanding that effective international collaboration requires not just awareness of differences, but genuine appreciation for the unique perspectives and approaches that diverse cultures bring to creative and technical work.
Testimonials
Iain was great to work with. A skilled Unity dev who was always up to date with the latest tech and had a real passion for AI that brought fresh ideas to the table.
Petko Banchev
Unity / .NET DeveloperIain is a great coworker! Was always on time with the planned sprint tasks, gladly helped out others and best of all, he's a great person to talk to.
Arjen de Aldrey
Lead Developer @ VR-InnovationsIain is a very creative designer and developer, with a good sense of where to focus his energies to (quickly) turn his ideas into working prototypes. He is also a very nice person to have around. 🤓
Yvens Serpa
Graphics Engineer in Audo and Lecturer / Researcher at Saxion University of Applied SciencesProfessional Experience
Unity Development
Project Management
Technical Specializations
Do you have a project in mind
If you have a project you would like realised do not hesitate to get in touch for a chat about how I can help, contact me directly here.
Contact Me