About Me

  • Phone: (+44) 7872 592210
  • e-mail: noxins@gmail.com
Resume Portfolio

I make games, and I have done since 2007 when I taught myself ActionScript to build a tower defence game called Protector. That one went on to well over a hundred million plays and paid for the next seven years of making Flash games on my own. These days I work in TypeScript, as a senior game developer at Massive Studios during the day and on my own games in the evenings under the Undefined and Pupskey Productions names. At Massive that means leading and training the other developers as well as building games myself.

I've always been more interested in the game than in any particular technology. I like having the idea, getting a rough version playable within a few days, finding out whether it's fun, and then doing the long slog of tuning, polishing and shipping it. The pace has picked up a lot recently. Cosmic Convoy took most of 2025 alongside the day job. Since June 2026 I've designed, built and released Idle Retro Arcade and Salvage Corps on CrazyGames, started a much bigger premium version of Salvage Corps for Steam, built Live Round, an eight-player multiplayer arena, and got two more prototypes to playable, all in my own time. The Steam release of my twenty-two old Flash games came out in between, and the slot games I lead on at work carried on throughout.

I taught myself to read on a ZX Spectrum playing text adventures, which probably explains a lot. I do my best work on small teams where the people designing the game are also the people building it.

What I Do

Game Design & Prototyping

I design the games I build. I write the design doc first, get a playable version running within a few days on my own starter template, and play it until I know whether it's worth continuing. There's a folder of prototypes that didn't make it and a shorter list that did.

Gameplay Engineering

TypeScript and PixiJS 8 at the moment, with a long JavaScript and ActionScript history behind it. Scenes with a few hundred live entities, object pooling, spatial grids, shader checks and frame budgets are familiar ground, and so are build pipelines, asset packing, CI and writing code that somebody else will have to maintain later.

Slots & Regulated Games

Three and a half years of PixiJS slot clients at Massive Studios: cascades, ways-pay, cash-collect and bonus games built on an event-driven RGS pipeline, with forced-outcome replay tooling for certification, nine locales, and every layout done twice for landscape and portrait. I know what a regulated release involves and how to keep a shared studio framework healthy while several people build on it.

UI, UX & Game Feel

Spine, GSAP, particle effects and a lot of time spent on how things feel when you press them. Everything I ship works in landscape and portrait without letterboxing. Browser players give a game about thirty seconds before they close the tab, so the opening gets more attention than anything else.

Economy, Progression & Live Ops

Idle economies, prestige loops, upgrade trees, loot tables, cosmetics catalogues and where the adverts go. For anything with an economy I write a simulator first and run a few thousand games through it before I start tuning numbers by hand. On the platform side I've integrated CrazyGames, Poki, Playgama, Kongregate, Steamworks and the Microsoft Store.

AI in the Pipeline

I use coding agents and image models a lot. Recent projects have run as several git worktrees at once with an agent working on each milestone, and the 370-odd character portraits in Salvage Corps came out of an image model, generated as contact sheets from one prompt template and then sliced up by script. The design, the ships and the decisions about what to keep are still mine.

Resume

About Me Portfolio Download CV

Experience

Mar 2023 - Current
Massive Studios

Senior Game Developer

Led large development teams alongside my own hands-on work: coordinating several developers at a time across games, planning and reviewing their work, and training new developers on the framework and toolchain.

Lead and often solo client developer on a large run of PixiJS 8 / TypeScript slot games for the studio's RGS platform.

Feature design and implementation on cascade, ways-pay, cash-collect, sticky-wild and board-game bonus mechanics, all built to be responsive, with an eye for maximum performance.

Contributor to the studio's shared PixiJS client framework and React/Redux game wrapper, including the replay and forced-outcome tooling used for QA and certification.

Wrote the internal framework engineering guide the team uses for onboarding and for agent-assisted development.

Spine, GSAP, AssetPack pipelines, esbuild, nine-locale localisation, Bitbucket Pipelines CI with staged deploys. Fully remote.

2007 - Current
Undefined / Pupskey Productions

Independent Game Designer & Developer

2025: designed, built and released Cosmic Convoy on Playgama, Kongregate and the Microsoft Store.

June to September 2026: designed, built and released Idle Retro Arcade and Salvage Corps on CrazyGames, began a premium Steam version of Salvage Corps with new rendering, lighting and content, built Live Round, an eight-player multiplayer arena, and took Meltdown Rain and Asteroid Conquest to playable prototypes. Four months, in the evenings.

Maintain the Undefined PixiJS Starter, a personal template and shared runtime that gets a new game from empty folder to playable in days.

April 2025: released the Undefined Game Pack on Steam, all twenty-two of my Flash games preserved under Ruffle with achievements and Steam Deck support.

2007 to 2014: designed and shipped twenty-plus Flash games, including the Protector, Arkandian Legends and My Pet Protector series, sponsored by Kongregate and licensed to Armor Games, Big Fish and King. Helped establish the sponsorship model that funded a generation of indie Flash developers.

Oct 2013 - Mar 2023
Playtech

Front-End Developer, Bingo & Slots

Nine years on an online bingo and slots platform serving twenty-plus branded clients from a single JavaScript codebase.

Migrated the legacy ActionScript client to JavaScript and HTML5; built new bingo variants, ticket purchasing systems and several slot game engines.

Turned wireframes and full designs into production features across desktop and mobile, working with WebSockets and REST APIs.

Mentored and trained newer developers, ran code review, and for a spell shipped the bi-monthly release train solo.

Skills

TypeScript & JavaScript

My working language for over a decade, first as plain JavaScript and now TypeScript for everything. Games and tooling.

PixiJS & WebGL

PixiJS 8 at work and at home, with Spine, GSAP and custom shaders. I've spent enough time in the profiler to have a good feel for where frame time goes.

Localisation & Layout

Everything I ship works in landscape and portrait, and my own games run in up to sixteen languages. I've built the text fitting, translation audits and layout tooling that make that routine rather than a chore.

Game Design & Balancing

Core loops, progression, economies and retention. I have an opinion on just about every game loop going and can talk about them for hours if given the chance. I've designed every game I've released and a good few I haven't.

Tooling & Pipelines

Webpack and esbuild, AssetPack and texture packing, Bitbucket Pipelines, headless Chrome screenshot scripts for QA, git worktrees, and a workflow that leans on coding agents more each month.

Other Engines & Languages

Seven years of ActionScript, plus enough Java, C# and Python from tooling and modding to get by. I've changed language and engine before, from Flash to JavaScript to PixiJS, and I'd expect to do it again.

Personal Skills

Leading & Training

At Massive I've led large teams and coordinated several developers at a time while still shipping my own games. I've trained most of the people who've joined the team on the framework, and I wrote the guides they learn from.

Finishing Things

I've shipped more than twenty-five games across Flash, browser and Steam. Every one of them had a last ten percent that nobody enjoys, and I've got used to doing it.

Problem Solving

I find problem solving and bug fixing to be a game in itself. The endless voyage through class inheritance and function calls, only to find a missing import, still provides immense satisfaction.

Remote Working

I've worked remotely for most of my career and have a dedicated home office. I know the benefits and the drawbacks, and how to be a good colleague from a distance.

Documentation

While not the most exciting part of a project, I still enjoy writing documentation and commenting code. An hour spent doing this can save many more later, and these days it's also what keeps coding agents on the rails.

Self Development

Self-taught from the start and still learning by building. I pick things up fastest with my hands on them, and I make time to tinker.

Portfolio

About Me Resume

Some of what I've made. The independent games can be played in a browser tab, the Steam pack is on Steam, and the studio work is described as far as I'm able to. I'm happy to go into more detail on any of it, or to show the things that didn't ship.

Salvage Corps Play

Salvage Corps

Survivors-like · web out, Steam WIP Independent · 2026
Live Round

Live Round

8-player arena · in testing Independent · Multiplayer
Cosmic Convoy Play

Cosmic Convoy

Space-farming puzzle · Playgama Independent · 2025
Idle Retro Arcade Play

Idle Retro Arcade

Idle game · CrazyGames Independent · 2026
Undefined Game Pack Steam

Undefined Game Pack

22 Flash games · Steam Steam · 2025
Toolkit and Prototypes

Toolkit & Prototypes

Starter template and prototypes Independent · Ongoing
Ghost House

Ghost House

Cash-collect slot · lead dev Massive Studios
Rollin' the Bones

Rollin' the Bones

Cascade slot, dice bonus · lead dev Massive Studios
Soul Catcher

Soul Catcher

Ways-pay slot · lead dev Massive Studios
Boom Kaboom

Boom Kaboom

Scatter-pay cascade · sole dev Massive Studios
Chameleon Bonaparte

Chameleon Bonaparte

Ways-pay cascade · co-dev Massive Studios
Bingo and Slots at Playtech

Bingo & Slots

Ten years of bingo & slots Playtech · 2013–2023
Protector Series

Protector Series

Tower defence · 120m+ plays Flash Era
Arkandian Legends Series

Arkandian Legends Series

Flash RPG trilogy Flash Era
My Pet Protector Series

My Pet Protector Series

Raise-em-up trilogy Flash Era

Contact

Get In Touch

About Me Resume Portfolio

I'm based in Norwich and have worked remotely for years. If you're making games and could use someone who designs as well as builds, drop me a line.

Email noxins@gmail.com or call +44 7872 592210.

I'm also on LinkedIn, and the games live at pupskyproductions.com.