Kaitlyn Moore

Game Programmer | Australia




Kaitlyn Moore


Currently Adelaide-based game programmer, super passionate about the future of games and VR/AR and how it could impact technology in the future.

Currently working as a Graduate Games Programmer at Mighty Kingdom , utilising Unity and C# to make mobile games.

I have an Advanced Diploma in Game Development from AIE (Sydney), where I utilised tools such as UE4, Unity, openGL, SDL, source control (Perforce, Sourcetree & Github), etc. with languages such as C++ and C#.

The following projects I showcase below will be listed from my latest to oldest projects (all personal projects from 2017 backwards), with a mix of group and solo work. You can access builds for most of these projects here

You can also contact me directly via this email



Virtual Reality:

Title: God of Steam
Platforms: HTC Vive and Oculus Rift (PC)
Engine: Unreal Engine 4
Language: Blueprints/C++
Game Description: VR God Game where you must raise a village to take down the enemy god’s village.
Team: 5 people including myself (2 programmers, 2 artists and 1 designer).
Timeline: 2-3 months.
Game Development Twitter: @GodOfSteamVR
Contribution: AI functionality and behaviour (Roles of villagers and their tasks, resource handling & combat), Resource Management, Tower Defence behaviour, Time and Wave Management.


More VR/AR experience:

  • VR hackathon (run by SydneyVR group) - Unity/C# game where the player takes on the abilities of different chess pieces to traverse a level.
  • Body IK - Played with developing body IK with UE4/Blueprints/C++ to follow the hands and head movements in VR as a small curiousity experiment.
  • Physics-based Carnival games - Played with the UE4 VR Template to create small carnival games to learn more about VR development.
  • Vuforia AR - Used Vuforia AR tool in Unity/C# to experiment with projecting previous Unity projects onto images (2016).

Flight of the Drones:

Title: Flight of the Drones
Platforms: PC
Engine: Unity
Language: C#
Game Description: Local Multiplayer Drone game where players must keep the ball above the ground.
Team: 4 people including myself (2 programmers, 1 designer and 1 artist).
Timeline: 6 weeks time, October-November 2016.
Contribution: Mainly worked on UI functionality (keyboard/mouse and controller input for settings, main & pause menu) and a networked build of the game (decided to downsize workload to local multiplayer).


Game Jams & other UE4/Unity projects:

  • Chesster - VR game in Unity/C# where the player takes on the abilities of different chess pieces to traverse a level.
  • Mr Blobby goes for a Bounce - Developed a 3D Jumping puzzle game in UE4 with a team of 7 where 2 blobs connected via an elastic must escape their lab.
  • True Crime Spelling Romance - Developed a typing challenge game in a team of 4 where a dyslexic man who is trying to write to his true love to confess his crimes.
  • UE4 Networking Chat System - Created a simple networking chat system in blueprint function libraries to utilise in future projects. Functionality: time stamps, in-game chat commands, guild chat and local/world chat.

OpenGL Graphics & Physics:

  • Created from the ground up an OpenGL C++ graphics-specific project, showcasing programming shaders, particle effects, animations/fbx model importing and using height maps.
  • Created a second OpenGL C++ physics-specific project, showcasing programming AABB/Sphere/Plane collisions, physics constraints and spatial partitioning (optimization).

Other C++/C# work:

  • Prison escape Console Application - C++ Adventure game where the player has to escape a prison cell.
  • Math Library - Developed static C++ library, developing deeper understanding of Vector and Matrix maths.
  • Paint Application - WPF C# paint application (draw, select/move, erase, clear, save/load).
  • Tile Map Editor - WPF C# application (Change tile sizes, input own images, save/load).
  • AI maze - C++ SDL application (AI spawns in ‘open’ tiles of an input map based on colour of the tile, AI dies after a certain time if not ‘within range’ of the player, player can choose 2 waypoints and it will show the shortest path through the maze).