Freelancers using C# in Manchester
Freelancers using C# in Manchester
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Olumide Abayomi
Manchester, UK
Web developer and cybersecurity consultant
New to Contra
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Web developer and cybersecurity consultant
26
I designed and developed a cutting-edge biometric payment mobile app that redefines how users authenticate and transact securely. The solution combines intuitive UI design, advanced biometric integration, and seamless mobile functionality to deliver a frictionless fintech experience built on trust and speed. From concept to deployment, the project focused on security, simplicity, and usability, ensuring users can verify identity, send payments, and manage transactions with just a touch or face scan. The interface is modern, accessible, and optimized for both Android and iOS devices, empowering users to bank and pay effortlessly anytime, anywhere.
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I create modern, responsive, and SEO-friendly WordPress websites that help businesses stand out and grow online. From design to launch, I focus on building fast, secure, and easy-to-manage sites tailored to your brand and goals. Perfect for entrepreneurs, startups, and creatives who want a professional online presence that converts visitors into customers.
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Showcasing a recently completed project for a travel agency looking to boost website ranking, user-friendly navigation, and a responsive booking system. This project was completed using NextJS and customer Library to handle external third-party Api implementation.
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Just wrapped up a comprehensive branding and foundational business development package for Clave Clean, a new professional cleaning service. Project Highlights: Brand Identity: Developed and refined the Clave Clean logo, focusing on eco-friendly and professional aesthetics (blue/green palette, house/key icon). Strategy & Planning: Created a detailed, investor-ready Business Plan complete with market analysis, financial forecasts, and funding needs. Marketing Assets: Designed a high-impact flyer and three distinct, SEO-optimized website copy sections for the landing page. Visual Assets: Generated branded vehicle wrap design and various promotional image concepts.
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134
C#
(1)
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Muhammad Talal
pro
Manchester, UK
Building next-gen Interactive experiences
8
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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.
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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
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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.
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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.
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239
C#
(1)
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Teddy Engel
Bolton, UK
Making games and software professionally since 2004
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Making games and software professionally since 2004
0
Kai’s Sanctuary
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5
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Bubble Witch Saga 2
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14
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Farm Heroes Saga
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