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.
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/
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.
- 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.
Languages:
C++, C#, Go, Python, JavaScript, SQL
Engines / Tools:
Unity, Unreal Engine, Godot, Git
Graphics:
HLSL, GLSL
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.
📍 Sydney, Australia
📧 capela.andrew@gmail.com
Always happy to talk about games, systems, and how technology shapes player experience.