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Software Engineer · Game Developer

Rick Chow

Engineering playable worlds with AI.

Software engineer and game developer combining 15+ years of engineering experience with simulation, gameplay systems and AI-assisted production.

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

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

What I’m building

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
  • Agent-generated run 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.

15+
Years of commercial software engineering
10+
Years building with Unity
5
Government & enterprise system deliveries
3
Shipped educational games
3
Game projects in progress: horror · simulation · voice interaction
350
Automated MedicaLife balance runs in one report (7 agents × 50)

Why I keep building

Games came first.

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

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

Today, games, simulation and AI are bringing those two paths back together. I want to explore how a small team can build ambitious interactive worlds with the discipline of software engineering and the creative freedom of independent game development.

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.

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.

Selected software engineering

The engineering foundation behind the games: production systems where reliability, testing and performance mattered.

Full CV

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?

I’m interested in game engineering, simulation, AI-assisted production and collaborations with teams exploring new ways to build interactive experiences.

rickchow.uk@gmail.com

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