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Senior design engineer shipping games, websites, prototypes, tools, and products that bring joy ^-^
Hamish MacDonald
Featured Projects
Mapmage
Mapmaking Sandbox for Game Masters
I am a Co-Founder and the Senior Design Engineer.
I designed and co-developed the mapmaker from prototype to release tooling.
My responsibilities include design and development spanning; UX/UI, app building, backend systems, automation, QA, integrations, and release tooling.
- Tools
- Unity Engine, C#, Codex, Figma, Git
- Tech
- WebGPU, sharable map URLs, virtual table-top software integration, custom file type design, Astro, NextJS
The Readyverse
Open Metaverse Social Game Platform
My role was the Senior Game Designer.
I lead game design across gameplay design and implementation, social space design of "Surreal Estate", "Showrooms" and "Strongholds", puzzle design, Unreal Engine prototyping, playtesting, through release, and iteration; in a tiny fast-paced infrastructure focused team.
We designed and released "Promptopia" which combined state-of-the-art player-prompted AI-generated content with stats, abilities and gamefeel logically based on those generations; in juicy and enjoyable competitive multiplayer "experiment" game rounds.
- Tools
- Unreal Engine, Blueprints, Figma, Perforce
- Tech
- Online multiplayer, Web3, NFTs, AI gen 3D, AI gen voice over, AI gen skyboxes
Seekers
Decentralised Comms Companion NFTs
My role was the Creative Director for the $20M collectable interactive 3D modular avatar project.
I lead the design of the project, including initial concept development, attribute creation, game design, partner outreach, ARG puzzle creation, and marketing asset creation.
- Tools
- Blender, Unity Engine, C#, Figma, Git, Photoshop
- Tech
- WebGL, ARG, Web3, NFTs, Encryption
Swordy
Local-Multiplayer Physics Brawler
I was a Co-Founder, Game Designer, and Game Developer.
I co-designed and built the physics-based combat gameplay, taking core mechanics from prototype through playtesting and refinement.
My responsibilities focused on moment-to-moment gamefeel, combat readability, and player joy through diegetic feedback, juice, rapid prototyping, and iteration.
- Tools
- Unity Engine, C#, Git
- Tech
- Physics, AI, Steam, Xbox One
Sylo
Web3 "Smart Wallet" and Private Messenger
I was a UX/UI Designer.
I designed product experiences for a Web3 wallet, messenger, and mini-app platform from early flows through shipped features.
My responsibilities included turning complex technical systems into usable UX flows, interface designs, prototypes, and production-ready product experiences.
- Tools
- Figma, Photoshop, After Effects
- Tech
- iOS/Android, private messaging, video calling, web3 wallet, and user-owned data/privacy
Skills by Evidence
Game
Game designGame developmentGamefeel
Gameplay prototyping, playtesting, tuning, and iteration
Unity implementation of gameplay, UI, flows, builds, iteration and gamefeel
Unreal implementation of gameplay, iteration and gamefeel
Real-time interactive character/avatar systems
Physics-based combat implementation, iteration, readability, and gamefeel
Product
Brand designUI/UXGraphic DesignMarketing
UX/UI for web3 wallets, messaging, game UI, portals, and creative tools
Turning ambiguous ideas into scoped, usable product workflows
Product documentation, feature definition, and released user flows
Translating infrastructure-heavy systems into clear user experiences
Web
DesignDevelopmentInfrastructure
Product websites and responsive interfaces with positioning
Shareable web experiences and WebGL/WebGPU delivery
Route handling, state, auth flows, and user-owned content
VTT-ready web embedding and cloud-connected creative tools
Systems
Build pipelinesRelease toolingQA workflows
APIs, storage, auth, hosting, and cloud-save architecture
Build pipelines, release automation, CI/CD, and QA workflows
Discord bot for monitoring and control of build/release coordination
Monitoring, incident debugging, and keeping shipped systems working
Cross-coordination between design, dev, QA, marketing and business
About Hamish Macdonald
I’m a senior design engineer working across games, interactive products, and emerging platforms, combining systems design, UX, prototyping, and hands-on implementation to turn ideas into playable, usable, commercially grounded experiences.
My work sits at the intersection of game design, UX, prototyping, creative direction, and product thinking. I design worlds, systems, and player-facing experiences that connect creative ambition with technical and commercial reality, then pressure-test them through hands-on iteration in Unity, Unreal Engine, and web.
I’m strongest in ambiguous spaces where teams need someone who can turn vision into mechanics, loops, prototypes, and live user experiences. I care about how a thing feels, how people use it, how it ships, and how it keeps evolving.
From 2013 to 2025, I worked across Web3 ecosystems including wallets, messaging, mini-apps, avatars, decentralized technologies, and digital collectibles. That experience sharpened my ability to design for complex emerging technology, unusual constraints, and emerging forms of ownership, identity, and interaction.
At core, I bridge creative vision and the technical side: shaping ideas into systems, turning concepts into playable and testable prototypes, and bringing emotive, informative gamefeel to real-time characters, worlds, and experiences.
Outside of work, I’m interested in psychology, productivity, privacy, off-grid self-sufficiency, sustainability.