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TAL SCHEFFER
Below Sand & Bone Duck Game The Interview Truffle Keeper About Contact

Four Years Shipping Games

Tal Scheffer

Pixel-art portrait of me, with my name underneath

Gameplay Programmer

BSc Computing Science (Game Engineering) graduate of Newcastle University. I build the systems underneath games: combat, procedural generation, and the editor tools that let designers stop waiting on a programmer.

Play the Steam demo ↗ Email me Download CV ↓ GitHub ↗
Status
Open to game industry roles

Shipped · Collaboration with artist, playable on itch.io · 2025

Below

A night-lit narrative platformer about being lost, and the strangers who talk you through it: no combat, no fail state, nothing to fall back on but the conversation.

Narrative Platformer Collaboration with Artist Pixel Graphics Dialogue Tooling
Play on itch.io ↗

Shipped · Steam demo live · 2023–2026

A Tale of Sand and Bone logo

A Tale of Sand and Bone

"You play as Shai, a fallen warrior bound to a vengeful spirit, climbing and fighting your way to claim vengeance against the gods."

Action Roguelike Precision Platformer Pixel Graphics Egyptian Myth Team Project
View on Steam ↗

University project · 2023

Duck Game

A collaborative 2D platformer starring a duck and its duckling companions: sunlit forest canopies giving way to a glowing underground cave.

2D Platformer Sole Programmer FSM AI Team Project

Newcastle · Inclusivity Game Jam · Nov 2023

The Interview

The piece explores how identity influences experience. Players walk to a job interview as three different characters; each encounters the same environment, but their journey differs based on who they are.

Narrative Jam 48-Hour Collab Team Project Social Commentary

Solo · Unity

Truffle Keeper

An action-survival loop: gather and build out a walled camp, craft weapons at a bench, then spend a Truffle economy at a wandering merchant NPC, with a tamed companion fighting alongside you.

Action Survival Solo Project Base Building Crafting Economy
GitHub ↗

About

A short summary about me

I've spent 4 years building games that are more ambitious than a solo or small-team project usually attempts: a procedurally generated roguelite with a full combat suite, and a systems-dense life-sim built to make an abstract feeling legible through mechanics rather than text.

My design instinct is intuitive and experience-driven before it's theoretical: it comes from the games I actually play, Project Zomboid, Stardew Valley, Terraria, Ark, but I'm just as comfortable defending a design decision with the theory behind it as I am shipping the code for it.

In 2025 I facilitated Newcastle University's student game jams, helping teams scope an idea down to something they could actually finish, then debugging it with them when it didn't work.

Me running the registration desk at Newcastle University's Inclusivity Game Jam
Running registration at the Inclusivity Game Jam, 2025
Education
Newcastle University
BSc Computing Science (Game Engineering)
2023–2026
Languages
C#, Python, Java
Unity
Unity 2022.3 / Unity 6, Editor tooling, ScriptableObjects, Addressables, Input System, Cinemachine, URP, Tilemaps
Architecture
VContainer / Zenject, R3, UniTask, VitalRouter, LitMotion, Odin Inspector, object pooling, state machines

Get in touch

Let's build
something.

tal.scheffer13@gmail.com GitHub ↗ Steam ↗ Download CV ↓
My signature Tal Scheffer: Unity Gameplay Programmer
Newcastle, UK
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