STUBBJAX
PROFESSIONAL VIDEO GAME DEVELOPER
TEAM PROJECTS
Below is a collection of professional / collaborative video game projects that I have worked on. The technical and implementation details of these projects are strictly confidential.
Dumb Ways to Survive
2024 – 2025 • Unity • PlaySide Studios / Netflix
Dumb Ways to Survive is a survival crafting game for mobile devices and the Netflix Games platform, and is a part of the Dumb Ways to Die franchise that made its debut in 2012 as a public awareness campaign for Metro Trains in Melbourne, Australia.
As of late 2024, I have been working on adding cloud support to the game, which involves memory optimisation, UI reworks, bug fixes, and system maintenance.
Dumb Ways to Survive was released on the Google Play Store and Apple App Store in early 2024.




Shattered
2023 – 2024 • Unity • PlaySide Studios / Meta
Shattered is a groundbreaking mixed reality escape room experience developed exclusively for Meta Quest platforms.
I worked on Shattered as an engineer at PlaySide Studios, and was involved in the development of many of the game’s core mechanics such as; the player’s ability to reflect virtual objects and place them within their physical space, the flashlight and corruption mechanics, various puzzle systems and elements, alongside tools and workflow pipeline automation.
Shattered was released on the Meta Store in late 2024.
Beyond Contact
2019 – 2023 • Unity • Playcorp Studios
Beyond Contact is a cooperative sci-fi survival crafting game developed for PC and consoles. The game is largely built using Unity’s Entity Component System (ECS) and Data-oriented Technology Stack (DOTS).
I worked on Beyond Contact as an engineer for a little under four years, with creative oversight afforded on the game’s design and UI/UX towards the later stages of development. Responsibilities included: front-end and back-end features, UI/UX, gameplay mechanics, debugging, tooling, testing, quality assurance, localisation, design, and more.
Beyond Contact was released on the Steam Store in early 2023.




Fiend Legion
2017 – 2019 • Unity • Spree Entertainment
Fiend Legion is a high-stakes, turn-based strategy card game for mobile and PC.
I worked on Fiend Legion as the lead game designer and programmer at Spree Entertainment, and ended up designing and building most of the game when the original programmer left the team early in development.
The game was released on the Google Play Store and Apple App Store in late 2018 before it was unfortunately shut down due to ongoing server costs.
Bedlam
2015 • Unity • Red Hot Go
Bedlam is a spooky point-and-click adventure game where it is the player’s goal to rid the house of scary monsters by solving various puzzles. The game was presented at PAX Australia in 2015.
Bedlam was a team project, developed over roughly 12 weeks in 2015, as part of my university course. The game was restarted from scratch and I assumed the lead programmer role after the first (12-week) iteration of the game was unsuccessful.
Bedlam was the first game I was involved in where I did not create the visuals – although I was responsible for the visual effects and some UI work.




System Rift
2014 – 2015 • Unity • Talking Animals
System Rift is an asymmetrical, multiplayer space combat game that combines top-down real-time strategy gameplay with first-person shooter gameplay. The game included support for the Oculus Rift (DK1 and DK2) virtual reality headset.
System Rift was a 3-man project, created in 2014 as part of my university course, where I worked as a designer, artist, audio composer, modeller, texturer and programmer. It was one of the most ambitious projects to be ever produced in the unit, and we managed to achieve a completed game in 12 weeks. The game was inspired by the space battle I had added to the menu screen of another game of mine, SpaceWars Advanced, where the player could assume manual control of one of the battling spacecraft.
I made several adjustments and improvements to the game after its original submission as the game was selected for display at showcases, open days and fairs.
SOLO PROJECTS
Below is a collection of some of the prominent independent projects that I have developed over the years. I am aware that screenshots do little to accurately reflect my programming abilities, so please don’t hesitate to contact me if you would like a demonstration or further explanation of any of the listed projects.

Orbliterator
2014 – 2017 • GM Studio 1.4

Shootout
2012 • Pascal

Vertex Zone
2011 • Game Maker 6.1

Doodle Balls
2007 – 2009 • Game Maker 6.1

Neon Runner
2009 – 2012 • Game Maker 6.1

Edufun
2011 • Game Maker 6.1

Castle Defence Reloaded
2010 – 2011 • Game Maker 6.1

Lazer Breakout
2008 – 2009 • Game Maker 6.1

SpaceWars Advanced
2006 – 2009 • Game Maker 6.1

Shape Shenanigans
2008, 2011 • Game Maker 6.1

BlockAge
2008 • Game Maker 6.1

Nuclear Wars
2006 • Game Maker 6.1

Pat’s Adventure
2007 • Game Maker 6.1

Space Jumper
2013 • Game Maker 8

Forbidden Magic
2011 • Game Maker 8

Rocket Joust
2009 – 2013 • Game Maker 6.1

Hyperspace Battle
2016 • Game Maker 8

Planetary Wars
2014 • Game Maker 8

Escape Zone
2009 • Game Maker 6.1

Clown Carnage
2009 • Game Maker 6.1

Binit
2008 • Game Maker 6.1

Mazeder
2007, 2013 • Game Maker 6.1

Towers of Hanoi
2015 • Game Maker 8

Phyzix
2013 • Game Maker 8

Mission X
2008 • Game Maker 6.1

Dungeon Scripter
2012 • Game Maker 8

Mario Clone
2009 • Game Maker 6.1

Morris
2015 • Game Maker 8

Sub Sinker
2008 • Game Maker 6.1

Dungeoneer
2008 • Game Maker 6.1

Asteroids
2009 • Game Maker 6.1
