Resume v5.2.1

  • Fydar Avery

  • LocationBrighton, UK

  • Email

Dear Hiring Manager,

I am Fydar Avery, a games programmer with 9 years of hands-on Unity experience specialising in developer-facing tools, authoring workflows, and editor UX. Across 11 commercial titles, my focus has consistently been on identifying friction in how developers use tools, designing solutions alongside the people who depend on them, and iterating against real user feedback.

I have a demonstrated track record of gathering requirements from artists, designers, and producers; aligning priorities across disciplines; scoping and driving cross-team delivery; presenting deliverables to stakeholders; and producing documentation and tutorials to ensure adoption. I understand that shipping a feature is only half the job – the other half is ensuring people can discover, learn, and benefit from it.

My technical background spans authoring tools, systems, backend infrastructure, multiplayer, gameplay, and technical art.

Thank you for your consideration.

Sincerely,

Fydar Avery

Staff Software Engineer

  • LocationBrighton, UK

  • Email
  • Portfolio Websitehttps://fydar.dev/
  • GitHub@Fydar
  • LinkedIn/in/fydar

Professional Overview

Throughout my 9-year career across studios from indie to AAA, I have consistently occupied a central, cross-disciplinary role – gravitating toward the tools, pipelines, and workflows that empower how teams create. The majority of my work has been in Unity, specialising in the editors, asset pipelines, and authoring tools developers depend on every day.

My technical contributions span authoring tools, systems, backend infrastructure, multiplayer, gameplay, and technical art. This breadth lets me evaluate various complex cross-system technology stacks and articulate technical concepts clearly to any audience from engineers to executives, and credibly collaborate with counterparts across diverse engineering teams – a foundation I now bring to product leadership.

Tools, Workflows & UX

As a Tools Programmer, I think of myself as a "Workflow Engineer", responsible not just for technical delivery but for the full experience of the people using what I build.

My approach is product-focused. I gather requirements directly from artists, designers, and producers, design solutions alongside them, and iterate against their feedback. I am experienced in scoping, prioritising, facilitating cross-team communication, and presenting deliverables to stakeholders. I approach prioritisation by balancing user impact, technical feasibility, and business goals – making trade-offs transparent and driving alignment before work begins.

I take knowledge sharing seriously. A tool no one knows how to use is a tool that fails, so I regularly produce tutorial videos and documentation for end users alongside technical docs for other engineers. Facilitating that feedback loop is something I consider a core part of the job, not an afterthought.

I also believe in teaching teams what Unity already offers because often the best solution is helping developers get more out of existing tools, rather than building new ones. Knowing the Unity Engine deeply enough to make that call is a skill I have developed over decade using Unity, with my first Unity version being Unity 4.1.2 in 2013.

Professional Experience

Skills

Systems Engineering

Systems Engineering

  • C#
  • C++
  • RPG Systems
  • Physics
  • SIMD
Systems Engineering

Backend Engineering

  • ASP.NET Core
  • Docker
  • AWS
  • Azure
  • IaC (Infrastructure as Code)
  • SQL
  • NoSQL
Systems Engineering

Tools Programming

  • Blazor
  • WPF
  • MAUI
  • Qt
  • CLI
  • Unity Custom Editors
Systems Engineering

Gameplay Programming

  • Camera Controllers
  • Bug Fixing
  • AI
  • UI/UX
  • Unity Engine
  • Addressables
  • ScriptableObjects
Systems Engineering

Multiplayer Programming

  • Photon
  • UNet
  • Deterministic
  • Custom Solutions
Technical Art

Technical Art

  • GLSL
  • UI
  • Substance Designer
  • Optimization
  • Particles

Hobbies

Outside of professional work I maintain a long-running history of game jams, which I use to push technical boundaries and experiment with new technologies.

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