Graduated from the Computer Game Design Programme at CUSCS (School of Continuing and Professional Studies, CUHK).

2019

Joined Global Game Jam as a game developer — team project Nest protector.

Project complete: Japanese learning web game.

Joined Dragon Creative Media Limited as a game developer.

2021

Project complete: Harry Potter Kinect game.

Project complete: Candy Catcher mobile web game.

2022

Project complete: Animall — large-screen mall TV interactive game.

Moved to London.

Began working as an independent developer.

Personal project complete: AR learning smartphone game.

2023

Personal project: 3D action RPG prototype complete.

Personal project complete: personal portfolio.

2024

Personal project complete: personal blog.

With Gamecrafters' Collective — Unity Game Developer & Acting Technical Lead.

2025

UK team collaboration launched: MAKE IT TILL MONDAY — collaborative bar management game.

Personal project started: Holy Blade: Secrets of the Lunar Far Side — 2D action RPG (working title).

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.

Joined a Japanese indie game group as a gameplay programmer & tech designer.

2026

Indie group project launched: DEEP SEA ROMAN — bullet-hell shooter.

Kenji Ma

Kenji Ma

Unity Game Developer |Technical Designer

Engineering the logic. Designing the impact.

I am a London-based Unity Developer and Technical Designer, specializing in Gameplay Architecture and Game Feel. With a background rooted in high-stakes commercial AR/interactive installations, I bring a delivery-focused, highly optimized approach to game development.

I don't just write code; I translate creative visions into technical realities. Currently, I am operating as the Acting Technical Lead for a UK-based multiplayer title, while simultaneously engineering core systems for a Japanese indie studio's upcoming Steam release.

Whether I am architecting scalable C# frameworks, debugging complex netcode, or tweaking frame-perfect hit-stops to maximize combat impact, my philosophy remains the same: Build resilient systems that respect the player's rhythm.

(Fluent in English, Japanese, and Cantonese | Available for UK & Remote roles)

Tech Stack

Unity
Unity
C#
C#
Git
Git
Java
Java
HTML5
HTML5
JavaScript
JavaScript
MySQL
MySQL
PHP
PHP
TypeScript
TypeScript
VS Code
VS Code
Figma
Figma
Aseprite
Aseprite

Core Development Pillars

Driving full-cycle game production with a delivery-focused mindset. Specializing in authoring comprehensive technical documentation, task trackers, and dependency maps. I proactively manage project scope, executing feature triage and dynamic programming pivots to ensure viable milestone deliveries against tight time and resource constraints.
Architecting robust synchronization logic and scalable multiplayer frameworks. Experienced in engineering real-time data syncing and peer-to-peer connectivity using Unity Netcode for GameObjects, Unity Relay, and Photon, ensuring seamless state management across diverse network conditions.
Bridging the gap between robust code and arcade-style impact. Designing modular, data-driven frameworks (ScriptableObjects, FSMs) while integrating custom VFX triggers, screen shakes, and animation states to translate abstract creative visions into punchy, highly optimized mechanics.