Marlon Gilliam
C:\WORK\work.dir

Professional work

Marlon Gilliam, Senior Unity Engineer. Rendering, performance, online services and tools.

Nearly a decade of professional Unity experience across mobile, console, PC, VR and AR. I build and maintain high-performance game systems at scale, and the tooling that lets multidisciplinary teams hit their targets.

unannounced.prj
Hugecalf Studios

Unannounced title

Lead Developer2024–present

I lead development on an unannounced 2D game at Hugecalf. I built the first prototype and the core systems it stands on: physics-driven building, pathfinding that adapts as the world changes, and multithreaded simulation of the game's actors and hazards, from gas and fluids to collapsing terrain.

Much of my work is in rendering and performance. I built the game's 2D lighting on Unity's Render Graph, including radiance-cascade global illumination and soft shadows, write its custom shaders, and keep frame times down on both CPU and GPU. I also build the tools the team uses to test simulations, author lighting and profile the GPU.

turbo_golf.prj
Hugecalf Studios

Turbo Golf Racing

Senior Software Engineer2021–2024

On Turbo Golf Racing I worked on the platform, online and performance side of the game. I built its Xbox integration, from sign-in to lobbies, matchmaking, and cross-platform parties and invites, fixed the issues blocking certification, and kept the live game stable with crash fixes on both client and server.

I wrote backend logic on PlayFab and Azure Functions for ranked play, matchmaking, leaderboards and rewards, and built the server-side bots. I also owned performance on every platform, holding 120 fps on Xbox Series X and PS5 and 60 fps on Xbox One, and managed asset loading to fit the game within Xbox One's memory. Alongside that I worked on the rollback netcode, the first-time user experience, analytics and the build pipeline.

avakin_life.prj
Lockwood Publishing

Avakin Life

Unity DeveloperJan 2020 – Jun 2021

At Lockwood I worked on Avakin Life, a social game on mobile and PC, building features alongside the design, UI and UX teams. I focused on two areas: the realtime chat, where I wrote low-latency C# to handle large volumes of messages, and the in-game shop, where I added filters and other UI features.

mispace.prj
Nuom Agency

MiSpace

Sole client developer2019

MiSpace is a wellbeing game for schools, made for Welsh Wellbeing. I built the client on my own, with character customisation, mini games and data reporting, and wrote the Cloud Functions for Firebase that connect it to its Cloud Firestore database.

bloody_zombies.prj
d3t

Bloody Zombies

Programming Intern2017

I worked as a support engineer on the asynchronous save and load for the console versions, and on Xbox controller support for local and online multiplayer.

pablo.prj
d3t

Pablo's Art World Adventure

Programming Intern2017

I worked on various gameplay features for the mini games and systems in this TypeScript-based web game.

C:\RESEARCH — Research and teaching

thesis.doc
University of Lincoln · MSc by Research

VR gesture recognition

2017–2019

A gesture recognition system built on hidden Markov models that learns hand gestures from controller motion, implemented into two VR games.

This master's led to a published paper:
A Gesture Recognition Model for Virtual Reality Motion Controllers, Computer Graphics and Visual Computing (CGVC) 2020.

teaching.doc
University of Lincoln · Lecturer / Demonstrator

Teaching

2017–2018

Wrote and gave lectures on procedural generation, data-driven design in games and mobile programming, and helped deliver Graphics Programming and Advanced Game Programming.

toolkit.cfg

Toolkit

  • Unity · C#
  • URP · Render Graph
  • HLSL · Shader Graph
  • CPU / GPU profiling
  • RenderDoc · PIX
  • Multithreaded programming
  • Xbox porting
  • PlayFab
  • Azure Functions
  • Firebase
  • Unity editor tooling

End of file. LinkedIn · UK

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