Hello, I'm Kenneth Yorke.

I’m a Gameplay Programmer.

Dynamic Mid-Level Gameplay Programmer, equipped with four years of rigorous academic training and over three and a half years of hands-on professional Unity Engine expertise.

Working on over a dozen commercial mobile games from prototype to release on the Google Play and Apple App Store, I develop high-quality, performant and modular game mechanics that can be adapted and scaled for a variety of projects.

Explore my diverse portfolio and see how my skills and experience bring to life immersive and captivating gameplay experiences.


2024 Showreel


Skills and Abilities

  • Extensive experience writing and maintaining production-quality C# code in Unity Engine.
  • Strong understanding of object-oriented programming principles and fundementals.
  • A focus on writing clean, readable and efficient code, optimizing scripts for performance and modularity.
  • Dedicated to meeting deadlines, following Agile or Scrum methodologies to deliver high-quality work.
  • Appreciates and acts on feedback and is commited to continuously learning and refining skills.
  • Adaptable to change, experienced with various software and game engines.

Software Proficiency

Unity Engine

Unity Engine

Unreal Engine

Unreal Engine

Phaser 3

Phaser 3

Jetbrains Rider

Jetbrains Rider

Visual Studio

Visual Studio

WebStorm

WebStorm

Adobe Photoshop

Adobe Photoshop

Google Docs

Google Docs

Google Sheets

Google Sheets


CV

Download my CV for a detailed overview of my expertise and background

Download CV

Merge Rivals!

Mid-Level Game Programmer
Core / Live Ops

Electric Manta Productions

(Android | iOS)

A fast-paced PVP casual mobile game where players merge Cannons and Tents to build armies and demolish enemy towers in real-time battles.


Led development alongside a small team of two artists and a backend engineer to significantly improve the game's quality and codebase. Spearheaded the integration of highly requested features from the community and publishers such as Deck Management, Social features, and Double Spark (XP) Events.

Alongside the new features, gameplay mechanics such as the Combat System were reworked to encourage player experimentation with different loadouts and strategies. Directed bi-monthly updates, addressing player feedback, fixing bugs, and supporting the game’s live service.

Core Gameplay Systems

  • Revamped combat, adding Buff/Debuff and Critical Hits.
  • Enhanced Enemy AI, Attack Logic, and Movement.
  • Implemented Scriptable Objects and Events for modular design.
  • Developed an interactive Onboarding Tutorial System.
  • Created technical documentation and managed feature timelines.

User Interface

  • Developed Modular Deck Management UI.
  • Created Unit Testing Room and main gameplay HUD.

Editor/Debugging Tools

  • Built a Unit Testing Room to quickly test and design Units, Stats, Loadouts and Arenas.

Live Ops

  • Setup new Products, Units and Shop Offers.
  • Wrote regular update posts and patch notes for our Discord community.
  • Engaged with players for feature prioritization.
  • Updated publishers and partners on plans and progress.

Misc

  • Produced Creative videos for User Acquisition (UA) campaigns.
  • Integrated SDKs (Game Analytics, TinySauce, Facebook, etc.).
  • Prepared Store pages with all required assets.
  • Integrated art assets: 2D sprites, animations, 3D models.
  • Created tutorial videos to share knowledge with team e.g. setting up a new Unit.
  • Posted regular progress updates via Slack.
  • Managed tasks and timelines with Jira and Trello.

Hyper/Hybrid casual Games

Hypercasual Game Programmer
Core / Systems

Electric Manta Productions

(Android | iOS)

Developed and released 12 fun and addictive Hyper/Hybrid casual prototypes.

Intergalactic Snowdown!

A Fast-Paced Hyper-Casual Snowboarding Game (Team)

Intergalactic Snowdown is a hypercasual snowboarding game where you must zoom downhill on your snowboard, avoiding trees and pulling off sweet tricks! I worked on the Code behind the game, including the Trick System and Character Movement. I also contributed to the design and direction of the game.

TRIBULATION

A 3D Hack and Slash Rogue-lite (Team)

This game started as a Tranzfuser Graduate Competition project but has continued to grow after the competition. I worked on many of the gameplay mechanics such as the status effects, weapons, user interface elements, and combat system. I collaborated within a small indie team and worked with animators, level designers, and more.

Download Game

Crazy's Sausages

Final Year University Project (Solo)

A family-friendly 3D Platforming Game developed using Unity Engine as a final year project. I worked on the game independently and created the game's design, level design, and all of the game functionality. The 3D models, sounds, and music were sourced from royalty-free assets.

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Sleepless Nights

2D Survival Shooter Web Game (Team)

Sleepless Nights is a 2D top-down survival shooter game developed for the web. I was responsible for creating the majority of the game functionality, including player movement, shooting, and menu navigation. I also designed the user interface and created sprite sheets of the player characters using royalty-free 3D models.

GitHub Repository

Coder-Bot

Educational Puzzle Game (Solo)

Coder-Bot is an isometric puzzle game designed to teach young children the three basic programming constructs. I designed all the puzzles and created all game functionality. The Coder-Bot model, animations, and music were sourced from an external asset.

Download Game

Previous Projects

Contact Me

Interested in my work? Please feel free to contact me at KennethYorke25@gmail.com. You can also get in touch with me through LinkedIn or Twitter.