rj64 workbench
open to collaborations

A working
catalogue of
Games & Tools.

My games, apps and experiments.

01Game Development

A collection of all the games I have been involved with.

Solo Development

Joystick Joyride

Joystick Joyride is a decade long passion project that I have continually developed, refined, and returned to over the years. The concept has evolved through countless ideas, prototypes, and design iterations, shaped by my love of arcade racing, vehicular combat, destruction, and unpredictable multiplayer chaos.

UnityOnline Multiplayer Pre Alpha
Solo Development

My Game Dev Sim

Start with nothing but a computer, a garage, and a dream. Build your first indie game, grow a talented team, and transform your small studio into a global games empire. Manage multiple projects, automate production with advanced AI pipelines, expand across the world, and push beyond Earth itself. From solo developer to galactic industry legend, every decision shapes your rise to cosmic domination.

ReactVite Beta Testing Online
Solo Development

Thumb Wars 2.0

The sequel to my very first game, Thumb Wars. In this version you once again battle it out in a world of thumb-based combat. This version however adds online multiplayer capabilities, a whole new look + achievements & leaderboards.

XCodeSwiftOnline Multiplayer Testflight Beta
Solo Development

Lucys Treasure Match

A polished iOS memory card-matching game, featuring diverse single-player modes, realtime game center multiplayer, and engaging daily challenges, made for my daughter who loves playing Hanafuda, so we could play together on our phones. Now supports Game Center.

XcodeSwiftOnline Multiplayer Testflight Beta
Chuhai Labs | VITEI Backroom

Wild Blue Skies

I originally worked on Wild Blue Skies as Lead Technical Artist, where I established the project’s art pipeline and developed many of its key shaders, rendering techniques, and optimization strategies. My focus was on creating a strong visual foundation while ensuring the team had reliable workflows that could scale throughout production.

Unity AUG 2026 Launch
Chuhai Labs | VITEI Backroom

Grave Dodgers

As operations director on Grave Dodgers, I managed the production process, my technical contributions included optimizing performance and porting the title to Playstation 5.

UnityC#Local MultiplayerUnreal Engine Published 2025
Ubisoft

XDefiant

As technical art director on Xdefiant, I established a new paradigm for performance optimization and shader development at Ubisoft Osaka, San-Francisco, Winnipeg, Sydney and others. This setup allowed us to push the boundaries of what was possible when balancing visual fidelity and performance.

PCXbox X/SPS5Snowdrop Published 2024
Q-Games | KONAMI

Frogger and the Rumbling Ruins

As the only technical artist on Frogger and the Rumbling Ruins, I created and developed all shaders, all vfx, and multiple systems that were used by the art team to quickly prototype and iterate on their work.

Apple ArcadeUnity3D Published 2022
Q-Games

PixelJunk Raiders

I was the only Technical Artist on this project, my responsibilities included procedural systems development, all shader development, procedural terrain, procedural building generation, procedural texturing, destruction pipelines, environment production, and performance optimization.

StadiaUnreal Engine Published 2021
Solo Development

Thumb Wars

My first ever game, developed in a 72-hour personal game jam. A local 2-player iOS game where you battle it out in a world of thumb-based combat. It was an experiment for myself to make the simplest possible game, and publish it.

Unity3DC#Solo Development Published 2013

03Music Production Tools

Small tools, vsts and sonic experiments built to help me (and others) make music.

04Experiments & Tools

Weekend experiments, some became tools, all became lessons.

Sand Land 2D

Interested in sorting algorithms, and GPU parallelism, I wanted to make a sand and water physics experiment. I took a lot of inspiration from Terraria water simulation.

PhysicsSimulation

Jiracord

A bot for Discord forum threads. It will automatically take any reports that have been tagged with a specific tag directly into Jira. No need to source the bugs and manually add them.

AutomationDiscord

SweetUI

Rapidly prototype UI elements with color schemes that are both aesthetically pleasing and accessible can take time, but this plugin makes it easier to achieve.

UI/UX

RJ's Mesh Check

A web based mesh checker, not dependent on any DCC, and quick to test with. Drop a model into the browser and off you go. Local testing, nothing leaves your computer.

Web ToolMeshQA

Stochastic Texturing

A practical shader technique to break up repetition in tiled materials by blending multiple transformed texture samples.

ShadersRenderingMaterials

Procedural 2D Road Spline

A full Unity workflow for building a procedural 2D road tool with Bezier spline sampling, generated mesh geometry, and distance-based repeating UVs.

UnitySplineProcedural

Shader Liquid Physics

Something that sparked my interested in Technical Art was Left 4 Dead's Boomer Bile, the fact that it would take the player inertia, and display the liquid inside the bottle with that inertia was amazing to me, here is my example implementation from 2012, which was also an experimentation in WebGL/Three.js.

ShadersThree.jsTechnical Art

Chroma Lens

A compact desktop accessibility lens that simulates color-vision deficiencies in real time. Capture lens, app window, or full display views, adjust simulation strength, and compare against original colors instantly.

AccessibilityFluttermacOSWindows

02Apps

Practical iPhone/iPad/Mac OS apps and utilities I developed for everyday use.

05Work History

A record of the roles that shaped the work, from operations leadership to production, tools, and creative direction.

2024 — present

Director of Operations

Vitei Inc.

Leading day-to-day and long-term operations across the business, with a focus on scaling effectively, improving systems, and supporting cross-functional execution.

2023 — 2024

Technical Art Director

Ubisoft Osaka

Directed the Technical Art department for AAA production, coordinating across multiple internal studios and time zones while focusing on performance, pipelines, and quality targets.

2023

Lead Technical Artist

Ubisoft Osaka

Improved production pipelines and performance workflows, helping teams ship high-quality content with more efficient technical processes.

2022 — 2023

Senior Technical Artist

Ubisoft Osaka

Focused on optimization, R&D, and technical documentation while supporting art and engineering collaboration across production.

2022

Lead Technical Artist

Vitei Inc.

Built the art pipeline for Wild Blue Skies, establishing documentation, standards, and workflows that supported a long development cycle and scalable production.

2021 — 2022

Art Manager

Q-Games

Supported art department leadership through technical direction, onboarding, process improvement, and workflow development.

2018 — 2021

Technical Artist

Q-Games

Delivered technical art support across multiple shipped titles, with work spanning profiling, tools, optimization, and cross-discipline problem solving.

2018 — 2019

Founder · Manufacturing & Business Development

Cool Cable

Built and sold a consumer product business, handling product development, operations, and go-to-market execution from concept to launch.

2010 — 2018

Founder · Web Development

Ceda Design

Founded and ran a web development studio, delivering custom websites and digital products for clients while managing delivery, operations, and business growth.

2011 — 2018

Founder · Game Development

In Your Legends Ltd.

Built an independent game studio focused on learning the full process of making, releasing, and supporting games across mobile platforms. Shipped "Thumb Wars" on iOS

2010 — 2012

Sound Engineer

The Map Recording Studios

Managed recording sessions, maintained studio equipment, and led workshops for emerging musicians.

2008 — 2010

Process Manager

Virgin Media

Started process improvement and operational training initiatives while supporting team performance and consistent execution across day-to-day workflows.

2000 — 2008

Sales Assistant

Games Station

Early adoption into the games industry for me was stocking shelves, pricing games, keeping the shop floor tidy and helping customers find the latest games.