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Software Engineer · Game Developer

Rick Chow

Engineering playable worlds with AI.

I bring software engineering, simulation and AI-assisted workflows together to build interactive experiences.

15+ years software engineering · Unity · Simulation · AI-assisted production

Contact Rick →
THE COASTA quiet place to make things.
Building the house…

I build playable experiences.

Selected Game Projects

All game projects
Project NightFall key art
Flagship game project Working title

Project NightFall

A Unity horror project inspired by Hong Kong folklore and abandoned rural environments, combining atmospheric exploration, bounded encounters, enemy AI and modern real-time rendering.

  • Third-person exploration and combat
  • State-driven enemy AI
  • Bounded horror encounters
  • Atmospheric environment systems
Unity 6.4C#Gameplay AIHDRP
Explore Project NightFall
Hospital management simulation

MedicaLife

A hospital-management game where patient flow, staffing, diagnosis, treatment and finance interact as one simulation — with automated agents testing whether the economy remains viable under different player strategies.

  • Systemic patient and staff simulation
  • Diagnosis and treatment economy
  • Automated balance testing
  • Automated simulation reports

Balance experiments: automated runs track survival time, cash, reputation and win rate to expose difficulty and economy problems before manual playtesting.

UnitySimulationGame systemsAutomated testing
Explore MedicaLife
Voice-controlled interaction prototype

Voice Racer

An experimental Unity racing prototype exploring voice as a gameplay input — from microphone detection and recognition states to action feedback and cooldown behaviour.

  • Voice-driven gameplay input
  • Recognition state feedback
  • Valid / invalid command handling
  • Cooldown and interaction feedback
UnityVoice inputPrototypeInteraction design
Explore Voice Racer

Proof in numbers

Built, tested, shipped.

Why I keep building

Games came first.

I started making games because I wanted to turn imagined worlds into something people could experience.

Software engineering became my career, but that instinct never disappeared.

Now I’m bringing those worlds together: the engineering discipline I’ve built over the years and the creative freedom that drew me to games. AI is one way I’m exploring how smaller teams can build more ambitious experiences.

Keep learning. Keep building. Keep ideas playable.

My approach

I turn complex systems into experiences people want to use.

Software doesn’t have to feel like software.

I use game-system thinking, visual feedback and interactive 3D to make complex operations easier to understand — whether I’m building a gameplay system, a simulation or production software.

01 · Clarity

Make complexity visible

Turn workflows, data and system states into experiences people can understand at a glance.

02 · Interaction

Design meaningful feedback

Use clear goals, responsive feedback and game design principles to make every action feel purposeful.

03 · Delivery

Build working products

Take ideas from prototype to production across Unity, web platforms and real-time 3D.

I deliver production software.

Software That Ships.

Production systems, modern web platforms and business workflows built for real users.

Full CV

AI-assisted production

Building the pipeline

AI can generate ideas and assets quickly. The harder problem is turning those outputs into reliable, editable and performant game content.

I’m experimenting with AI agents, Unity automation, validation and simulation to make that production layer more dependable.

  1. 01 Idea / reference
  2. 02 Concept / asset generation
  3. 03 3D / rigging / animation
  4. 04 Unity integration
  5. 05 AI agent / MCP
  6. 06 Validation
  7. 07 Automated testing
  8. 08 Playable build

The goal isn’t to automate creativity away. It’s to shorten the distance between an idea and a working game while keeping engineering discipline, performance and creative control.

Ideas & experiments

Experiments in game systems, simulation and AI-assisted production.

All ideas & experiments
Portrait of Rick Chow
Open to roles

About

Software engineer and game developer — based in Liverpool, with roots in Hong Kong.

Games came first: experiments as a teenager, then educational titles in C++ and DirectX. After that came more than a decade of commercial software across web, enterprise, fintech and public services.

Now those paths are coming back together, with that engineering foundation applied to gameplay systems, simulation and AI-assisted game production.

How can small teams use AI and better tools to build ambitious games without sacrificing reliability, performance or creative control?

Career journey

  1. 2007

    Early game development

    C++ · DirectX · OpenGL · Lua

  2. 2008–2026

    Commercial software engineering

    Web · Enterprise · Fintech · Government · Realtime systems

  3. Today

    Games · simulation · AI-assisted production

    Unity · Gameplay systems · Simulation · AI-assisted production

Skills

Game engineering
Unity · C# · Gameplay systems · Game AI · Navigation · Rendering · Profiling
Simulation & tooling
Simulation · Automated testing · Editor tooling · Validation · MCP / agent workflows
Software engineering
PHP · Laravel · C# / .NET · Java · TypeScript · Vue · React · SQL · APIs
Production
Git · Docker · CI/CD · Cloud · Testing · Performance

Work with me

Building something ambitious?

Open to software engineering and Unity/gameplay opportunities, as well as collaborations in simulation and AI-assisted game production.

rickchow.uk@gmail.com

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