West Yorkshire, UK

Philip Igo

Unity & C# programmer

I develop gameplay systems, reusable packages and platform integrations. My work includes profiling and optimisation, platform compliance, submission and post-release support.

Selected work
A player aiming at a horde of zombies in Zombie Army VR
Zombie Army VR

Software engineering experience

8+ years in software engineering, including shipped VR titles at XR Games and subsequent contract work at Rebellion.

Unity · C# · VROpen to Unity roles and freelance work

Commercial projects

Zombie Army VR gameplay with a weapon in the foreground
Zombie Army VR gameplay

XR Games / Rebellion

Zombie Army VR

Core gameplay architecture, reusable platform packages and cross-platform delivery.

I wrote substantial parts of the core architecture, including game flow, progression, upgrades and mission progress. I authored the core score service for multikills and other scoring modifiers, using extensible, independent modules.

I independently authored the save package for Zombieland: Headshot Fever Reloaded, then expanded it to support Steam and Oculus, with further Sony features. I independently authored a reusable social integration package for those platforms, alongside work on multiplayer features, backend setup, leaderboards and friend invites.

I worked on asynchronous scene loading, CPU and memory profiling, and optimisation within VR frame budgets. My work also covered platform compliance, submission, release and post-release support. I also investigated and fixed bugs across gameplay systems, including weapons, during development and after release. Additional contributions included hand gestures, adaptive triggers and pause menu animations.

XR Games

Starship Troopers: Continuum

Reusable package integration, multiplayer systems and loading optimisation.

I integrated and iterated on my save and social packages for this project. I also worked on multiplayer features, backend setup, leaderboards and friend invites, alongside asynchronous scene loading and performance profiling.

I supported platform compliance, submission and release, followed by post-release bug fixes.

Starship Troopers: Continuum game artwork
Game artwork · Starship Troopers: Continuum
Zombieland: Headshot Fever Reloaded game artwork
Game artwork · Zombieland: Headshot Fever Reloaded

XR Games

Zombieland: Headshot Fever Reloaded

Gameplay porting, controller integration and ragdoll physics for a PSVR2 launch title.

Within the XR Games team, I ported gameplay features and controller integration to PSVR2. I worked on ragdoll physics and resolved physics bugs caused by slow motion.

I independently authored the reusable save package, handled leaderboard integration and worked on backend setup. I also worked with Sony developer support to resolve platform-specific questions, helping deliver the game as a PSVR2 launch title.

Experience

August 2025 to present
Independent Unity developer
May to August 2025
Rebellion
March 2022 to January 2025
XR Games
2020 to 2022
Enquirymax
2018 to 2020
Galleos

Technical experience

Gameplay architecture

Core game flow, progression, upgrades, mission progress and extensible scoring services.

Platform integration

Sony, Steam and Oculus SDKs, including save data, achievements, leaderboards, lobbies, invites and entitlements. Platform compliance, submission and release support.

Packages & performance

Independently authored save and social packages reused across shipped titles. Asynchronous loading, CPU and memory profiling, and optimisation within VR frame budgets.

Independent project · Released

Rocksmith Audio Bridge

A Windows mod built on RSMods, supporting flexible audio routing, external amp simulation, recording and pitch shifting, plus note-by-note practice (beta).

The work includes reverse engineering and decompilation to understand game behaviour and integration points. The project has multiple tagged releases.

View tagged releases Project details
Rocksmith Audio Bridge demonstration: in-game audio routing and practice features. The project features are described in the accompanying text.

Unity Asset Store packages · Work in progress

Current packages

Both tools are work in progress and are not yet released. Features, visuals and names may change.

Contact

Open to Unity programming roles and freelance work.

philip.igo@hotmail.com