Graduated from the Computer Game Design Programme at CUSCS.

2019

Joined Global Game Jam as a Game Developer – Team project 'Nest protector'.

Completed professional project: Japanese Learning Web Game.

Joined Dragon Creative Media Limited as a Game Developer.

2021

Completed professional project: 'Harry Potter Kinect' Game'.

Completed professional project: Candy Catcher mobile web game.

Moved to London.

2022

Joined a Japanese restaurant as kitchen staff.

2023

Completed personal project: Personal Portfolio Website.

2024

Completed personal project: Personal Blog.

Present Unity Game Developer & Acting Technical Lead for Gamecrafters' Collective.

2025

Completed personal project: AR Learning Mobile Game Prototype.

Started personal project: 3D ARPG Game "Name TBD".

Joined GMTK Game Jam as a Game Developer – Personal project 'Memories of the Loop'.

Joined Japan Unity1week Game Jam as a Game Developer – Personal project 'Pullback Circuit'.

Kenji Ma

Kenji Ma

Unity Game Developer | Technical Designer

I bridge the gap between robust logic and arcade game feel.

I am a London-based Unity Game Developer & Technical Designer focused on Visual Verification — the belief that game logic must be felt, not just calculated.

With a background in commercial interactive systems, I bring a delivery-focused mindset to game development. I specialize in crafting stylized visuals, punchy feedback loops, and intuitive UI, ensuring every interaction respects the player's rhythm.

Technical skills

Unity Development

  • System Architecture : Architected robust gameplay loops using Finite State Machines (FSM) and ScriptableObjects for modular, data-driven design.
  • Visual Feedback Implementation : Specialized in 'Visual Verification'—implementing punchy feedback, screen shake, and tweening logic to bridge code and player sensation.
  • Technical UI/UX : Engineered responsive, diegetic UI systems that guide player rhythm without heavy tutorials.
  • VFX & Animations : Integrated Animations and Particle Systems directly into gameplay logic for real-time visual feedback.
  • Optimization & Profiling : Experienced in optimizing draw calls and memory usage for constrained platforms (WebGL/Mobile).

Interactive Systems & Commercial UX

  • XR & Spatial Computing : Developed instruction-less AR experiences using AR Foundation and Niantic ARDK, focusing on instant user comprehension.
  • Kinect v2 Motion Sensing : Implemented full-body gesture recognition, spellcasting, and event game logic for public installations.
  • Cross-Platform Deployment : Proven track record of shipping stable builds across WebGL, Mobile, and Desktop environments.
  • Rapid Prototyping : Ability to translate abstract client concepts into playable, functional prototypes under tight commercial deadlines.

Production Pipeline

  • Project Management : Utilized Miro and ClickUp to visualize roadmaps, manage scope creep, and coordinate asynchronous teams.
  • Version Control : Proficient in Git/GitHub workflows, handling merge conflicts and branch management for team-based development.
  • Data Integration : Implemented PHP/MySQL APIs and leaderboards to support live-ops and data logging features.
  • Scope Management : Expertise in defining MVPs and Vertical Slices to ensure project delivery amidst resource constraints.

Work Experience

Unity Game Developer (Technical Design) | Acting Technical Lead

2025 - Present

Gamecrafters' Collective

  • Core Contributor for a game development mentorship program. Originally joined as a Gameplay Programmer, but stepped up to Acting Technical Lead to align the team's vision and ensure a viable prototype delivery.

  • Technical Design & Architecture:

    Architected Core Gameplay Systems: Designed a modular, data-driven architecture using ScriptableObjects and Finite State Machines (FSM), separating logic from visuals to allow rapid iteration.

    Visual Feedback Implementation: Bridged the gap between backend logic and player perception. Implemented custom URP, particle systems, and Unity Animations to compensate for asset limitations and establish a polished "Game Feel."

    Rapid Prototyping Pipeline: Built the complete Vertical Slice from scratch using placeholder assets (Greyboxing), proving that the Core Loop was fun and functional before final art was available.

  • Production & Scope Management:

    Strategic Scope & Risk Management: Conducted feasibility analysis to identify high-risk features. Realigned the project scope towards a stable experience to ensure strict deadlines are met.

    Pipeline Optimization: Created visual documentation including Dependency Node Graphs, Phased Timelines, and Todo Lists to clarify blockers and streamline cross-discipline collaboration.

    Feature Triage: Evaluated and filtered feature requests based on development cost vs. impact, ensuring the team focused on "Shippable" mechanics.

Unity Game Developer

2021 - 2022

Dragon Creative Media Limited

  • Responsible for full-stack Unity development in various interactive and client-facing projects, including AR , WebGL , and motion-sensing games .
  • Built gameplay logic, feedback timing, and UI flow across platforms; proactively proposed and implemented interaction improvements where visual design or user experience was undefined or incomplete.
  • Worked closely with designers to translate intuitive interaction needs into functional systems—negotiated visual priorities, then independently implemented or simulated effects to ensure consistency and delivery.
  • Debugged scene progression, UI timing, and gesture-event conflicts across projects, maintaining delivery quality within tight production cycles.

Studies

The Chinese University of Hong Kong, School of Continuing and Professional Studies

2017 - 2019

Higher Diploma Computer Game Design