Graffiti+ is an interactive graffiti installation that Tangible Interaction takes to live events. People paint on a virtual wall and the results go up on screen in real time. I work on the Unity application behind it: building features, keeping it running across varied hardware, and preparing each build for whatever the next activation needs.
The part that shapes the engineering is that it runs in public. When something breaks, it breaks in front of a crowd, and the fix often has to happen on site that day.
Shipped and supported the app across 20+ live events, for clients including NASCAR, Formula 1, and Amazon.
Refactored the core codebase, cutting its size by around 30%, then onboarded a new developer onto it.
Replaced hand-built, error-prone setup with tooling: a build debugger, metadata-based asset packing with validation, a printing framework, and shader-based brushes.
Automated the conversion of 3D models into paintable surfaces, removing a manual step that regularly introduced mistakes.
Expanded the painting system with paint depletion and shake-to-recharge, neon glow, an eraser, paint fade, and brush scaling tied to the physical width of the screen.
Jan 2025 – Present
Co-Founder
Retro Storm Studio · Vancouver
Retro Storm is the studio I co-founded to take Tank Lore to release. Alongside building features, I own the delivery side: what ships, in what order, and by when.
Define the milestones and scope carrying Tank Lore through to its Steam release.
Run weekly engineering meetings and keep the board honest about what's actually in progress.
Design and implement gameplay features, and collect and analyse playtest data.
Metro Vancouver · client project through the Centre for Digital Media
A VR experience built for Metro Vancouver to show the infrastructure that normally sits out of sight beneath the region. Built in Unity with a cross-disciplinary team of designers and artists, with the client in the room throughout.
The project won Gold and Silver Horizon Interactive Awards and was shown at the Pacific National Exhibition.
Built the experience in Unity using the XR Interaction Toolkit and C#.
Integrated the ArcGIS SDK so real geographic data drove what players saw, at the client's request.
Turned client requirements and review feedback into scoped, buildable work.
Documented the implementation so the client's team could pick it up after handover.
Boss Lab, a boss-fighting game built in Unreal. I worked on the systems side in C++: how projectiles behave, how bosses decide what to do, and the interfaces players use to equip and choose abilities.
Built the projectile system and boss AI using C++ Behavior Trees.
Implemented the skill selection and equipment UI.
Documented the technical implementation for the team continuing the project.
Worked in an agile cycle with iterative reviews across the team.
Supported faculty across the programme while studying in it. Reviewed student assignments, gave feedback, and helped prepare and deliver course material.
Projects
Games, the tools that built them, the write-ups, and the small stuff along the way.
Games · 2023
Tank Lore
UnityC#AIEditor ToolTech Art
Tank Lore is a top-down shooter rogue-like tank game. Inspired by Battle City, a childhood favorite.
Award-winning VR experience built for MetroVancouver, offering an immersive exploration of key infrastructure through 360° video and an interactive ArcGIS map.
Hi, I'm Ty, a
software engineer and the co-founder of
Retro Storm Studio, which is shipping
Tank Lore soon.
I have 6 years of experience in
Unity and am proficient in
Unreal Engine and
C++.
I love bringing fun projects to life and seeing the impact my work has on others.
I'm currently blessed to have both.
Let's talk
Hiring? Contracting? Or just curious about how something here was built? Maybe you want to collaborate and build something fun together? Please, don't hesitate and just write to me. I am quick to respond :)