Game & Full-stack Developer
Nathan Cole
I ship games and the tools around them — from gameplay to the platform underneath.
Click the books & card on the desk
Game & Full-stack Developer
I ship games and the tools around them — from gameplay to the platform underneath.
About
I'm a developer who likes making games real end to end: gameplay, the systems behind them, and the web that ships them. A few years turning ideas into things people actually play — and, lately, small tools that help other makers do the same. I care about the quiet craft: clean systems, fast load times, and interfaces that get out of the way.
Unity, C#, Gameplay, Tooling, TypeScript, Next.js, Node.js, UI/UX
Portfolio
- Neon Drift — An arcade racer with a fluid handling model and a light vehicle-tuning system. Built solo in Unity — gameplay, effects and a tuned progression loop.
- Pocket Arena — A bite-sized mobile PvP game. I owned the core combat feel, the matchmaking flow and the reward loop that keeps players coming back.
- Skyward — A hand-crafted platformer about momentum. Tight controls, a few dozen levels, and a level editor I built for myself.
- Tidepool — A small web tool that turns messy CSVs into clean charts in one click. My excuse to learn TypeScript and Next.js properly.
Milestone
- 2025/09 · Launched Neon Drift — Shipped my solo arcade racer to the app stores after a long polish sprint.
- 2024/06 · 1M downloads on a live title — A game I worked on crossed a million downloads.
- 2023/10 · Joined Pixelforge Studio — Moved to a senior role owning gameplay and internal tooling.
- 2022/03 · First game on the App Store — Published my first title — a small puzzle game — and learned how much the last 10% costs.