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Bryce Newell

Software Engineer · Game Developer

Bryce
Newell

I build real-time worlds, procedural systems and XR tools, from a ten-octave Gerstner ocean in Unreal Engine to hand tracking in virtual reality.

Bryce Newell, Software Engineer & Game Developer, based in Bristol, UK.

  • C++
  • C#
  • Unreal Engine 5
  • Unity
  • DirectX 11
  • HLSL
  • Python
  • Dart
  • Flutter
  • TensorFlow
  • JavaScript
  • React
  • Hand tracking
  • VR / AR
  • Procedural generation
  • Gameplay systems
  • Secure embedded systems
6+
years shipping software professionally, across defence, XR and embedded systems
64
players in Kachiku 64, a local co-op party game built by a team of ~30
10
octaves of Gerstner waves driving the ocean in Procedural Pirates
2nd
place at the UK's largest Global Game Jam site, 2019, in just 48 hours

Selected work

Things I've built, and how they work.

A published Android app, procedural worlds, XR hand tracking, defence simulation and game jams. Every project is a short case study.

Latest project · Android app

POITracker

A map-first, offline-first travel companion for saving and organising places. Designed, built and released solo in Dart and Flutter, with Firebase sync, Street View and Google Play subscriptions.

  • Dart
  • Flutter
  • Riverpod
  • SQLite
  • Firebase
  • Google Maps
  • Kotlin
  • TypeScript
56k
lines of Dart in the app
300+
automated unit and widget tests
4
quick-save home-screen widget sizes

A solo project, built in my own time. Not formal employment.

A wooden galleon anchored off a procedurally generated tropical coast in Unreal Engine 5.4.

01Passion project

Procedural Pirates

In development

A fully procedural, open-world pirate game built in Unreal Engine 5.4. GPU-generated terrain, a ten-octave Gerstner ocean and spline-driven town generation.

  • Unreal Engine 5.4
  • C++
  • HLSL
  • PCG
  • Fractal Brownian Motion

Read the case study

The Unity editor showing a Physical Hands demo scene with interactive lab equipment.

02Professional · XR hand tracking

Ultraleap Unity Plugin

Dec 2022 – Aug 2024

Unity Software Engineer on Ultraleap's open-source hand-tracking plugin, building Physical Hands, pose detection and MRTK 3, XR Hands and XRI integrations.

  • Unity
  • C#
  • Hand tracking
  • MRTK 3
  • Unity XRI

Read the case study

A naval warship moored in a harbour beneath a rainbow.

03Professional · Defence, training & embedded

Systems Engineering & Assessment

2020 – 2022 · Sep 2024 – Present

Software Engineer at SEA, then and now: defence and training simulation across VR, AR and desktop, and today full-stack secure embedded systems.

  • C#
  • Full-stack
  • Secure embedded systems
  • VR
  • AR

Read the case study

More projects

A top-down pixel-art arena with a Japanese shrine, ponds and a countdown timer.University team project

A 64-player local co-op party game in the spirit of Bomberman. 64 farm animals, tractors, planes and combine harvesters, with phones as controllers.

  • Multiplayer
  • Gameplay systems
  • Mobile controllers
  • Teamwork
A team of horses pulling a covered wagon along a canyon path beside a river.University game jam · 2nd place

Played as a horse hauling a cart home through a procedurally generated Wild West. Built in 48 hours and placed second at the UK's largest jam site.

  • Procedural generation
  • Game jam
  • Rapid prototyping
  • Team of five
A brick wall with two windows rendered by a custom DirectX 11 building tool.Tool · Graphics programming

A tool for generating and exporting 3D buildings from user input, built from the ground up in C++ with only the basic DirectX 11 framework.

  • C++
  • DirectX 11
  • Procedural generation
  • Renderer
A voxel-based 3D car model generated by a neural network, shown in the Unity editor.Machine learning

A 3D Generative Adversarial Network built with TensorFlow and TensorLayer, trained to generate game-ready voxel car models from a dataset.

  • TensorFlow
  • TensorLayer
  • Deep learning
  • GAN

Experience

A career built on real-time.

From defence and embedded systems to open-source hand tracking, plus the games I build for the love of it.

  1. Sep 2024 – Present

    Software Engineer

    Systems Engineering & Assessment

    Back at SEA, working on full-stack secure embedded systems for defence and training customers.

    • Full-stack development of secure embedded systems
    • Building on years of customer-site delivery and bespoke tooling at SEA
    Read more
  2. Dec 2022 – Aug 2024

    Unity Software Engineer

    Ultraleap

    Built features and demos for the open-source Ultraleap Unity Plugin for hand tracking.

    • Physical Hands and near-solo pose recording and detection
    • MRTK 3, Unity XRI and XR Hands support
    • Android VR and Windows standalone apps, SOLID tools and a major docs refactor
    Read more
  3. May 2020 – Dec 2022

    Software Engineer

    Systems Engineering & Assessment

    Delivered defence and training simulation software as the primary C# and front-end developer on AR and VR projects.

    • Customer-site deliveries with detailed delivery documentation
    • Several concurrent projects across languages and platforms
    • An efficient in-house IDE for bespoke solutions
    Read more

Side projects & university work

Outside of work, I build games and tools for the love of it, and a few of my projects started at university. These are personal and academic projects, not employment.

  • Solo project · Live on Google Play

    POITracker

    An Android travel companion for saving and organising places, built solo in Dart and Flutter with a Firebase backend. Offline-first, with Street View, sync and subscriptions.

    View project

  • Personal project · ongoing

    Procedural Pirates

    A fully procedural, open-world pirate game I build in my free time in Unreal Engine 5.4: GPU terrain, a ten-octave Gerstner ocean and spline-driven towns.

    View project

  • University project

    Kachiku 64

    A 64-player local co-op party game built by a team of ~30. I built the bomb interaction systems.

    View project

  • University game jam

    Country Roads

    Made for Global Game Jam 2019 by a team of five in 48 hours: a procedurally generated Wild West road game that placed second at the UK's largest jam site.

    View project

About

Immersive experiences, robust software.

I'm Bryce Newell, a software engineer and game developer who loves building immersive digital experiences and dependable software, from high-performance real-time graphics to hand tracking in virtual reality. Relentless curiosity and a desire to build impactful applications have driven my journey in tech.

With a strong foundation in C++, C#, Python and JavaScript, I thrive in environments that challenge me to learn and adapt. I specialise in real-time graphics, physics simulation and crafting intuitive user interfaces, with experience spanning game development in Unity and Unreal Engine, full-stack web development and backend system design.

Whether I'm optimising a rendering pipeline, designing a complex data structure or bringing a game concept to life, I'm committed to delivering high-quality results.

bryce.ts
// bryce.tsexport const bryce = {  role: "Software Engineer & Game Developer",  base: "Bristol, UK",  languages: ["C++", "C#", "Python", "JavaScript"],  engines: ["Unreal Engine 5", "Unity"],  graphics: ["DirectX 11", "HLSL", "PCG"],  xr: ["Hand tracking", "MRTK 3", "XR Hands"],  mobile: ["Flutter", "Dart", "Firebase"],  values: ["clean code", "efficient algorithms", "teamwork"],  now: "Software Engineer at SEA: secure embedded systems",} as const;
  • 01

    Clean code

    Readable, maintainable systems that a whole team can build on.

  • 02

    Efficient algorithms

    Frame budgets, memory and data structures treated as design constraints.

  • 03

    Collaborative problem-solving

    Close work with designers, artists, hardware teams and customers.

Skills & tech stack

The toolkit, from metal to engine.

Languages, engines and techniques I reach for most, and what I use each one for.

01

Languages

The foundations: systems, gameplay and the web.

  • C++High-performance systems and real-time graphics.
  • C#Robust application development and game logic.
  • PythonBackend development, data analysis and scripting.
  • Dart & FlutterCross-platform mobile apps, including POITracker on Google Play.
  • JavaScript & ReactDynamic web applications and component-based interfaces.

02

Engines & XR

Shipping interactive experiences on every screen, and without one.

  • Unreal EngineHigh-fidelity games and procedural content generation.
  • UnityCross-platform games and interactive experiences.
  • Hand tracking & XRMRTK 3, Unity XRI and XR Hands on Android VR and Windows.

03

Graphics

From the first window to the last pixel.

  • DirectX 11Low-level graphics programming and 3D application development.
  • HLSLCustom shader development for realistic rendering.
  • Procedural generationFBM terrain, Gerstner oceans and spline-based towns.

04

Machine learning

Generative models applied to game assets.

  • Deep learningNeural networks, generative models and AI applications.
  • TensorFlowMachine learning framework for model training and deployment.
  • TensorLayerSimplified deep learning library built on TensorFlow.

Ways of working

  • SOLID principles
  • Agile delivery
  • Code review
  • Developer documentation
  • Customer-site delivery
  • Cross-discipline teamwork

Contact

Let's build something worth playing.

Whether it's a game, a graphics problem or XR hand tracking, I'd love to hear about it.

Email me