Freelancers using Unity in England
Freelancers using Unity in England
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Radeeyah Ade
PRO
London, UK
Creative Experience Technologist
1x
Hired
5.0
Rating
3
Followers
Top
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Creative Experience Technologist
0
Virtual Rehabilitation board game for individuals with Aphasia
0
1
0
Augmented Reality Agent: Proxemics
0
72
0
Cosmic Jump
0
72
0
Vast - An art/history project
0
189
Unity
(3)
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Dc Turner
London, UK
Award-winning creative technologist
expert
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Award-winning creative technologist
0
Audi Activesphere: Concept Car Augmented Reality UI
0
11
28
-- INFO "Variable Density Controller" (Proof of concept) A single slider is used to control multiple aesthetic qualities in a realtime scene. The slider affects: > UI density > Particle effect density > Lighting temperature > Music fidelity (HiDef Stereo -> Bitcrushed Mono) -- TAGS ( #unity | #gameDevelopment | #prototype | #creativeTechnology ) -- AUDIO Original composition
28
96
0
DESTA: THE MEMORIES BETWEEN - Game Prototype Development
0
4
0
Interactive Screen Graphics for Film and TV
0
14
Unity
(3)
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Avi Parmar
PRO
London, UK
Game Designer & Media Artist | Unity, Unreal, Figma, Maya
New to Contra
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Game Designer & Media Artist | Unity, Unreal, Figma, Maya
0
Gallos Kernow: Educational Game Development
0
2
0
Metaphors: A mobile game on Reincarnation
0
2
0
I'd like to Walk Around in your Mind
0
0
0
Promotional Advertisement for Dimensionless Art Studio
0
0
Unity
(2)
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Dawar Mustaqeem
Birmingham, UK
Web Developer
$1k+
Earned
1x
Hired
2
Followers
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Web Developer
0
CeramXVR is a VR experience that lets users virtually test a windshield by driving through different terrain scenarios. It’s designed as an immersive product demo so people can see and feel performance differences in realistic conditions.Wayopolis is your location-based social + AR experience platform—basically a “real-world layer” where people and brands can discover places, see what’s happening nearby, and interact through map + AR content.Provatask (UpcomingMedia) is an AI-powered productivity + workflow management platform built to help individuals and teams plan, execute, and automate complex work in a structured way.
0
18
0
Wayopolis is your location-based social + AR experience platform—basically a “real-world layer” where people and brands can discover places, see what’s happening nearby, and interact through map + AR content.Provatask (UpcomingMedia) is an AI-powered productivity + workflow management platform built to help individuals and teams plan, execute, and automate complex work in a structured way.
0
20
0
Provatask (UpcomingMedia) is an AI-powered productivity + workflow management platform built to help individuals and teams plan, execute, and automate complex work in a structured way.
0
21
0
It’s a mobile indoor-navigation app for partially sighted/blind users that guides them through buildings using scanned 3D spaces and smart waypoints. It gives real-time step-by-step directions with accessible feedback (voice/haptics) to help users move safely and independently.
0
22
Unity
(1)
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Rimantas Andriuskevicius
Luton, UK
Passionate innovator turning ideas into real solutions
1x
Hired
3
Followers
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Passionate innovator turning ideas into real solutions
0
PC Game Car Rental Simulator Development
0
0
0
Fast Track Booking App – London Heathrow Airport
0
2
0
Bolt.New Hackathon Mentorship
0
7
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Unity
(1)
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Samson Alejolowo
Manchester, UK
Experienced Full-Stack & Mobile Engineer
$1k+
Earned
1x
Hired
1
Followers
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Experienced Full-Stack & Mobile Engineer
1
Streamline Mobile
1
4
1
Brand Box – App Development, Web Design, Digital Branding
1
6
1
Glidewell Mobile app
1
5
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Unity
(1)
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Callum Gillespie
Lowestoft, UK
Software Engineer | Full Stack Developer
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Software Engineer | Full Stack Developer
0
Unity Dialogue System Package
0
3
0
Solo Development of a Mobile Game
0
4
0
Secure Data Processing Tool for Law Enforcement
0
3
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Unity
(2)
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Muhammad Talal
PRO
Manchester, UK
Building next-gen Interactive experiences
7
Followers
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Building next-gen Interactive experiences
20
I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.
2
20
245
1
Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns. Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation). A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
1
1
72
3
Terrain Importer for Unreal Engine (Python + Custom UE Plugin) I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows: Python reads the dataset and generates Unreal-ready .r16 heightmaps Python automation creates a new Unreal project and imports the heightmaps Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level Foliage: automatically placed across the terrain The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
1
3
94
21
I worked on R3V3nge, focusing on turning gameplay ideas into stable, production-ready features in Unreal (C++ + Blueprints). I implemented and iterated core gameplay systems, tightened state handling, fixed edge-case bugs, and ran regular QA/debug passes to prevent regressions. I also did profiling/performance tuning to reduce hitches and keep gameplay responsive, while unblocking teammates when needed.
21
232
Unity
(1)
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