Graduated from the Computer Game Design Programme at CUSCS (School of Continuing and Professional Studies, CUHK).
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.
Project complete: Harry Potter Kinect game.
Project complete: Candy Catcher mobile web game.
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.
Personal project: 3D action RPG prototype complete.
Personal project complete: personal portfolio.
Personal project complete: personal blog.
With Gamecrafters' Collective — Unity Game Developer & Acting Technical Lead.
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.
Indie group project launched: DEEP SEA ROMAN — bullet-hell shooter.

Kenji Ma
Unity Game Developer |Technical DesignerUnity Game Developer | Technical Designer
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)



