Verified Expert in Engineering
Phil has worked across many genres and over 10 shipped titles in commercial mobile game development. Throughout his career, he has developed skills across all areas of game development, including engine, gameplay, animation, UI/UX, tools, and game design. Due to the nature of game development and working in tight-knit teams, Phil is an efficient and thorough developer who interfaces well with designers and understands what it takes to ship a product.
The most amazing...
...thing I've developed and still working on is my passion project and mobile RPG called Beast Brawl. It features over 60 creatures and 15 environments.
- Built over 10 hyper casual mobile game prototypes—Lazy Giant Games—Each prototype took between 1-4 weeks, and the technology used was Unity.
- Built the initial prototype of the AR experience of Millipede called 64 Ways of Being. This prototype was showcased at Melbourne's Penny Arcade Expo (PAX). The technologies I used were Unity and Vuforia.
- Developed the mobile word puzzle game called Sushi Cat Words, part of Armor Games. The application was published on Apple's App Store, and the technology used was Unity.
- Created a prototype—Well Placed Cactus—for the NSW fire fighting simulation and training tool. The application aimed to train NSW firefighters and had keyboard and controller support on PC. The technology used was Unity.
- Built the endless mobile runner called Bum Run at Dan Masoomi and Square Eye games. The app was published on App and Google Play Store. The technology used was Unity.
- Developed the Power Play cricket VR experience at Exposure, deployed in pubs around Brisbane to promote collaboration between Cricket Australia and XXXX Gold. It included a cricket bat attached to a Vive system. Used Unity and SteamVR.
GiggleUp and Fliptus
- Developed a highly polished mobile clicker with a musical theme called Beat Bop. The project spanned nine months and was featured on iOS. I was in charge of all front-end development and used Unity as the main technology. http://beatbopgame.com/.
- Created a highly polished hyper casual mobile game called Glob Trotter. The project spanned three months and was featured on iOS. I was in charge of all front-end development and used Unity as the main technology.
- Built a highly polished mobile match-3 game named Rainbow Rumble. The project spanned six months and was featured on iOS. I was in charge of all front-end development and used Xcode, Objective-C, and Cocos2d.
My past projects include mobile games covering a large variety of genres, a simulation aimed to train NSW firefighters, and AR/VR experiences.
Some of the games genres I've worked on include but are not limited to are endless runner, clicker, match-3, physics-based, puzzle, racing, TGC, RPG, and hyper-casual.
In all the projects displayed in the showreeI, I built from the ground up or wrote most of the application.
Beast Brawl is a unique and disruptive entry to the genre featuring non-stop real-time action gameplay.
It aims to merge aspects from several game genres and package it as a uniquely mobile experience, including loot-based ARPG and Pet Collective.
I am the sole programmer and owner of this project, accompanied by various contractors for art and music and a partner in game design.
Unity, Photon Unity Networking (PUN), Phaser.io, Cocos2d
Visual Studio, PlayFab, Xcode
Software Development, Mechanical Engineering, Electrical Engineering
Linux, Vuforia, SteamVR
Bachelor's Degree in Computer Science and Mechanical Engineering
University of Melbourne - Melbourne, Victoria
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