Marlon Gilliam

Senior Unity Engineer. Rendering, performance, online services and tools.

Nearly a decade of professional Unity experience across mobile, console, PC, VR and AR. I build and maintain high-performance game systems at scale, and the tooling that lets multidisciplinary teams hit their targets. I also mentor junior engineers through code review, pairing and guidance on engine systems.

Selected work

Professional work

Hugecalf Studios

Unannounced title

Lead Developer2024–presentUnity · Render Graph · HLSL · Shader Graph · Job System
2D physics gameplay

Built the first prototype and its core systems: physics-based structure building on 2D physics, graph pathfinding that updates as the world changes, and a job management system for game actors.

Shader programming and lighting

2D radiance-cascade global illumination, moved into a deferred lighting path on Unity's Render Graph. Light shafts, normal-mapped sprites, soft shadows and projected sprite shadows. Custom lighting, fullscreen and sprite shaders in HLSL and Shader Graph.

Job System and simulation

Multithreaded pathfinding and actor jobs. Emergent hazard simulations: gas and smoke, particle-based fluids, collapsing terrain and debris, and tremors.

GPU and CPU optimisation

Cut a fullscreen GPU pass from 2.2 ms to under 0.4 ms and saved 2–3 ms on a lighting shader. Reduced draw calls and overdraw, and removed CPU spikes by moving heavy work onto jobs and off the main thread.

Tools programming

Sandbox tools for testing simulations, a play-mode light-authoring window, character rig and character-creator tools, and GPU profiling workflows using RenderDoc and PIX.

Hugecalf Studios

Turbo Golf Racing

Senior Software Engineer2021–2024PC · Xbox One · Xbox Series X · PS5Unity C# · Job System · PlayFab · Azure Functions
Xbox platform and cross-platform multiplayer

Built Xbox startup, user sign-in, and lobby and matchmaking integration. Implemented cross-platform multiplayer services, including parties and invites. Centralised platform-specific logic into a shared layer across stores.

Certification

Fixed an Xbox achievements crash, kept Xbox and PlayFab lobbies in sync, and fixed a cross-play invite issue that was failing certification, shipped in a patch.

Live crash fixes

Fixed crashes in the live game on both the servers and the game client, across consoles and PC.

Online services

Wrote PlayFab backend logic and Azure Functions for ranked brackets with promotion and demotion, ranked matchmaking, server allocation, leaderboards, rewards, item grants and win streaks.

Performance

Owned CPU and GPU performance on all platforms, using platform and Unity profilers with the technical artists. Built tools that automate CPU and GPU profiling of release builds on device. Set and held performance targets for new features across departments.

Rollback networking

Optimised multithreaded, job-based rollback networked physics. Reduced packet sizes through leaner data structures, and cut physics cost by simplifying simulation and hot functions.

Server-side bots

Created the multiplayer bots that run server-side, designing and developing how their systems work. Added tunable parameters so their difficulty can be raised and lowered dynamically on the fly.

First-time user experience

Worked heavily on the first-time user experience, building custom configurable UIs that could be changed by altering data on PlayFab, so different first-time experiences could be tested.

Data and analytics

Did all of the game's analytics, and worked on our data platform to build reports on the game's performance.

Build pipeline

Xbox packaging, asset and level validation, and streaming asset management.

Lockwood Publishing

Avakin Life

Unity DeveloperJan 2020 – Jun 2021iOS · Android · PCUnity C#
  • Worked closely with design, UI and UX teams to build features.
  • Wrote low-latency C# to handle large volumes of messages for a realtime chat feature.
Nuom Agency

Welsh Wellbeing

Sole client developer2019Azure Functions
  • Solo developed the client side of an app for use in schools, with character customisation, mini games and data reporting.
  • Wrote a custom set of Azure Functions as the communication layer between the app and its database.
Nuom Agency

Kids Direct

Android Developer2018Android · Kotlin
  • Implemented UI across the app, user account data, and custom map visuals and UI.
d3t

Bloody Zombies

Programming Intern2017PS4 · Xbox OneUnity C#
  • Built saving and loading.
  • Added multiplayer controller support, both online and local.
d3t

Pablo's Art World Adventure

Programming Intern2017BrowserTypeScript
  • Feature work across the games in this CBBC title.

Research and teaching

University of Lincoln · MSc by Research

VR gesture recognition

2017–2019Unity C# · Oculus · Accord.NET

A gesture recognition system built on hidden Markov models that learns hand gestures from controller motion, implemented into two VR games.

University of Lincoln · Lecturer / Demonstrator

Teaching

2017–2018

Wrote and gave lectures on procedural generation, data-driven design in games and mobile programming, and helped deliver Graphics Programming and Advanced Game Programming.

Toolkit

CV

2021–now
Senior Software Engineer
Hugecalf Studios
2020–2021
Unity Developer
Lockwood Publishing
2018–2020
Android / Unity Developer
Nuom Agency
2017–2018
Lecturer / Demonstrator
University of Lincoln
2017
Programming Intern
d3t ltd
2017–2019
MSc by Research, Computer Science
University of Lincoln
2014–2017
BSc Games Computing, First Class Honours
University of Lincoln