Chris Mugridge

Game developer

Curriculum Vitae

Professional profile

I am a developer of games and applications using both C++ and C#, with an interest in the applications of virtual and augmented reality.

I have recently completed a degree in Games Technology and am currently enrolled in a game related masters course, which is finishing soon. Both courses are heavily reliant on programming knowledge.  During my four years of study, I have learnt both C# and C++ languages, written games and applications in engines such as Unity, Unreal, Phyre and DirectX. I have also built for hardware including PC, Android, PlayStation 4, PSVR and PlayStation Vita.

I regularly participate in game jams and have subsequently created games using HTC Vive and Tobii eyetracker hardware. I have attended Global Game Jam for the last two years, had a game shortlisted at Brains Eden 2016 and created the winning game in an internal university jam.

I have worked as a member of various teams as part of my education, employment, and game jams to create games and applications.

My solo work has included VR locomotion methods for PSVR, Vive and Oculus, swarm A.I., a networked Android to PC controller, a server based leader board, Unreal 4 and Unity plug-ins and various game prototypes made in my spare time.

I am a regular user of source control (GitHub) for all my projects, whether they are in a team or solo.

Career summary


08/2016 – 07/2017                         Game Developer – PlayWest, University of the West of England


My role was to develop two prototype applications for an external client in a development team of two. One application was for room scale virtual reality, and the other was for both virtual reality and non-virtual reality using Android platforms. These applications are to be used in hire shops around Europe to gamify training for builders on how to use specific hardware, such as cut-off saws and breakers, before hiring equipment.

Key Responsibilities

  • Create prototypes using Unity C#.
  • Target HTC Vive, GearVR and Android.
  • Animation for non-rigged objects.
  • Visual and audio effects.
  • Object interaction – selecting singular objects and selecting sequenced objects.
  • Game logic – hint system, level flow and questionnaire results.
  • Reusable questionnaire template and logic.
  • Question and answer scriptable object development.
  • Delivering weekly builds.
  • Scene management.
  • Platform management – switching control types and visual effects between VR and non-VR.
  • Quality assurance testing.
  • Proficient use of source control.

Key Achievements/Projects

  • Created two stable prototype applications with vast differences using the same code base.
  • Effectively showcased the room-scale VR version to clients, potential investors, university heads and Ministry of Defence officials.
  • The project won the client a Plantworx innovation award for its use of VR for training. 


06/2016 – 10/2016                        Game Developer – PlayWest, University of the West of England


My role in this project was to design and develop three retro-style games (Type Fighter, Spamphibian and Goost!), in a team of four people (three developers and an artist), for the internal UWE IT services department. Each of these games needed to be multiplayer and contain themes of cyber security. Each game also needed an arcade machine to be assembled and the software installed in it.

Key Responsibilities

  • Create three games using Unity C#.
  • Design games and mechanics based on specified themes (cyber-security, phishing and ransom-ware)
  •  A.I. (movement and behaviour), player input, game logic and sound effects (Type Fighter).
  • Visual effects, user interface, player input, sound effects, animation and game logic (Spamphibian).
  • Game logic, sound effects, collectables and damage (Goost!).
  • Leader boards – name input, saving, loading and displaying (all games).
  • Quality assurance testing.
  • Client liaison.
  • Use of source control.

Key Achievements/Projects

  • As a team, we created three full games within four months.
  • Each game needed three different versions: Arcade cabinet (PC hosted), web player and unified game suite launcher. Each of which were delivered on time.
  • The games were such a success that the client returned to PlayWest the following year for more business.


08/2009 – 08/2013                                       Customer Sales Assistant – Fopp, Bristol              

2005 – 02/2009                                             Supervisor, Virgin Megastores / Zavvi

07/2003 – 2005                                             Customer Sales Assistant, Virgin Megastores

Education & qualifications

  • Commercial Game Development MSc – University of the West of England – 2018 (graduation).
  • Games Technology BSc, First class hons – University of the West of England – 2016.
  • Music Technology BTEC ND, Merit – City of Bristol College – 2002.
  • Eight GCSEs, A-C (including Maths, Science and English) – Downend Secondary School – 2000.

References avaliable on request

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