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Andrew Capela

Game / Software Engineer based in Sydney, Australia.

I build gameplay systems, multiplayer architecture, and developer tooling with a strong focus on performance, clarity, and player experience. I enjoy working in fast-moving R&D environments where early technical decisions shape long-term outcomes for both players and developers.


What I’m working on

🎮 Cow Chess

An experimental multiplayer, physics-driven game.

  • Screen NSW funded
  • Official selections: SXSW Sydney, PAX Australia, Taipei Game Show, Shibuya “404 Not Found”
  • Server-authoritative networking with client-side prediction
  • Gameplay systems, destructible terrain, rope physics
  • Custom shaders and performance optimisation
  • Custom editor and developer tools

🔗 Steam: https://store.steampowered.com/app/3444110/Cow_Chess/


Professional background

Alongside game development, I teach game programming and design at TAFE NSW, covering:

  • C++ and engine fundamentals
  • AI and gameplay systems
  • OOP and software architecture
  • Shaders (HLSL / GLSL)

Teaching has strengthened my ability to communicate clearly, take feedback early, and collaborate closely with designers, producers, and other engineers.


Technical interests

  • Gameplay and engine systems
  • Multiplayer architecture
  • Performance and optimisation
  • Developer tooling and workflows
  • Shaders, maths, and physics simulation

I care deeply about writing code that other engineers enjoy working with: clear ownership, good documentation, and thoughtful trade-offs.


Tech stack

Languages:
C++, C#, Go, Python, JavaScript, SQL

Engines / Tools:
Unity, Unreal Engine, Godot, Git

Graphics:
HLSL, GLSL


Player-first mindset

As a long-time competitive multiplayer player, I’m sensitive to responsiveness, clarity, and fairness. I care about how small technical details directly affect player trust and experience.


Contact

📍 Sydney, Australia
📧 capela.andrew@gmail.com


Always happy to talk about games, systems, and how technology shapes player experience.

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