Crunchrock Games

The Unity work nobody wants to scope.

Hardware that speaks its own protocol. Live clients with players already inside them. WebGL against a load budget. VR that has to feel right on your face. Seven years of it.

Photorealistic streamer bedroom interior with RGB desk lighting, monitors and a neon wall sign

Selected work

Six jobs, and what shipped.

Voluminous pink ruffled gown displayed on a black pedestal in a bright gallery overlooking the sea

A fashion house in a browser tab

SYKY. 2023. Unity, WebGL.

A Digital Fashion Week gallery in a browser, where every asset, shader and light is a negotiation with load time.

Shipped. Archviz-grade interiors inside a browser budget.

Stylised low-poly medieval territory with timber keeps, blue banners, pine forest and a mountain backdrop

Shipping inside a live strategy title

Goodgame Studios. 2023–2026. Unity, Android.

Onboarding, rewards, progression, world-map UI and research, inside a live game nobody gets to refactor. 3,000+ hours.

Shipped. Two and a half years of live economy UI. A layout bug there costs real money.

Excavator working a sand dune in a browser-based industrial training simulation

A written standard you can break

ASTM Truck Loader. 2025. Unity, WebGL.

Compliance training in a browser. Sample too close to the pad edge and it says so right then, not quietly at the end.

Shipped. Runs in a tab. No install, no plugin, no headset.

> Calibration started.
> Reticle -> (329.08, 156.10)

> commit: “bug-ridden”
> commit: (the second one wasn't)

Making Unity talk to a light gun

Sole Unity developer. Dec 2024 – Apr 2025. Serial protocol.

Inherited half-built, with the client receiving packets from the gun it couldn't read. We rewrote the controllers against the real packet and wrote the calibration.

Shipped. A calibrated trainer, protocol tested end to end.

Isometric stylised garden scene with planted beds, patio furniture and a character tending plants

Owning features on a Unity 6 web game

Plobie / Plantdex. Dec 2025 – Mar 2026. Unity 6.3, WebGL.

Not tickets — whole features, handed over and expected back working. Quest flow, garden interaction, progression UI, and the WebGL pass that keeps it inside a browser's memory ceiling.

Shipped. Features owned start to finish on the current Unity LTS.

A dense goblin horde being cut down, red hit-spray particles across the crowd

Making a hundred enemies die readably

ASSC. Apr – Aug 2025. Unity, URP, VFX.

The hard part of a horde isn't spawning it — it's making a hundred simultaneous deaths legible. Cues that survive being stacked forty deep.

Shipped. Effects that read at crowd scale without the frame time going with them.

Track record

Dated off commits, not memory. It overlaps, because contract work never queues politely.

2023-07 → 08SYKY Space WebGL brand world, shaders, optimisation
2023-09URP Cyberpunk City neon environment art, URP lighting
2023-09 → 2024-03FunMoney4U hidden-object resort, isometric scenes
2023-10 → 2024-02Ship Games Simulator mobile sim, title and upgrade UI, AdMob
2023-10 → 2026-03Goodgame Studios live mobile strategy client, BitLife and Empire
2024-03 → 06GankMech mech arena, title dioramas, VR menu
2024-08 → 2025-09Tyrads Unity SDK third-party SDK integration
2024-12 → 2025-04Combat Trainer light-gun hardware, serial protocol, calibration
2024 → 2025VR sandbox / room-scale Quest 3, world-space UI, locomotion
2025VR clinical-trial application five-star engagement
2025-04 → 08ASSC top-down arena combat, horde VFX
2025-08 → 09ASTM Truck Loader browser training simulation
2025-10 → 11Botanical Bar interactive concept, title and progression
2025-12 → 2026-03Plobie / Plantdex Unity 6.3 web game, feature ownership
2026-02 → 03Titans and Dragons mobile UI design and implementation

Our own games

The client work pays for the studio. This is what it's for.

The Bad Shrooms wordmark over Zlorp, a green alien, leaning on a kitchen counter under purple light

Bad Shrooms

Free demo in Steam review. Early Access next.

Psychedelic first-person party game with an alien running the house like a game show. The two-player demo is in with Valve. Early Access goes to seven games and four players.

See the game page

CyberWhiskey: Guy's Room

Released. Steam.

Our first release, built solo. Simple, but it reached a store page instead of dying in a folder, which turns out to be the hard part.

Find it on Steam

Crunchrock's Mini Gallery

2021. Browser.

Voxel work from the early days. Still loads in a browser, which is more than most 2021 web builds can say.

Play it on itch.io

Got something that needs to ship?

Full builds, feature ownership, rescue jobs, and the integrations nobody else wants to put a number on. We'll say straight whether we're the right shop — including when we're not.

Something runs on your hardware in week one, badly, so the unknowns surface while they're cheap. Playable drops, not status calls.

50+ contracts. 5,000+ billed hours. 100% job success. Seven years. The books are open right now.