Callum Anthony Stables

Technical Designer with a Computer Science background and 2+ years of professional experience at Moon Studios, working in production environments on complex game systems and tooling. I specialize in bridging design and engineering — building robust tools, workflows, and gameplay systems that scale across teams and large codebases. My experience spans engine-level work, custom editor tooling, and system-driven gameplay development.

Outside of professional work, I have a background spanning level design, game modding and low-level analysis, giving me a deep understanding of existing systems, debugging complex behavior, and extending large, undocumented codebases. I’m interested in roles that value technical ownership, systems thinking, and cross-disciplinary collaboration — in games or broader software engineering contexts.

Skills

  • C#
  • C++
  • Js
  • Ts
  • OpenGL
  • Python
  • Lua
  • Kotlin
  • HTML/CSS
  • .NET
  • Level Design

Tools

    Unity UnrealEngine Maya Figma Photoshop ZBrush Hex-Rays Ida

History

  1. Technical Designer, Moon Studios
    No Rest For The Wicked

    to

  2. University of Plymouth
    BSc (Hons) Computer Science (1:1)

    to

  3. University of Plymouth
    (CertHE) Earth Sciences

    to

Professional Work

to

No Rest For The Wicked

From Moon Studios comes a visceral, precision Action RPG set in a stunning, hand-crafted world with a rich story. Discover enchanting lands and frightening dungeons as you explore an ever-evolving world filled with enemies and bosses who will challenge you to be strategic and hone your fighting skills.

  • Unity
  • Multiplayer Action-RPG

Position

Technical Designer

Employment

to

Tools

    Unity Rider Photoshop Figma

Languages

  • C#
  • C++

Key Contributions

  • Led design and implementation of the game’s tutorialisation systems, spanning UI/UX, backend, tooling, and data serialization.
  • Built & maintained internal editor tools and scalable UI systems to support cross-team workflows.
  • Designed a state-machine driven “Overlay” UI system to support advanced UI elements.
  • Contributed backend systems for UI, including localisation, tokens, settings integration, and custom HLSL shader support.
  • Led initial Unity source migration work for macOS (x86 → Apple Silicon).
  • Investigated and resolved complex issues across gameplay, UI, tools, and engine systems in a live production environment.
  • Blocked out and iterated on two Crucible levels.

Independent Work

PyAmore

PyAmore is a runtime deobfuscator/decryption library designed to extract clean code objects (in .pyc format) from Python executables protected with PyArmor. It can extract code without execution, recursively decrypt code, and strip PyArmor bytecode. Currently supports Linux.

  • Reverse Engineering
  • Encryption
  • Malware Analysis

Team

Solo Project

Role

Programmer

Tools

    Hex-Rays Ida CLion

Languages

  • C++
  • Python

Key Contributions

  • Analysed PyArmor's core encryption logic using decompiled machine code.
  • Designed and implemented a C++23 modules library to intercept PyArmor's decryption methods, allowing for the extraction of clean .pyc files from protected executables.
  • Implemented recursive decryption to handle nested code objects, ensuring extraction of all protected code.
  • Improved user experience with PyArmor-specific bytecode stripping, with wrap/unwrapped support, enabling compatibility with standard Python decompilers for further analysis.

NecroTwister

NecroTwister is a turn-based puzzle dungeon crawler where you control the level. Use telegraphed moves to guide the hero towards safety while avoiding deadly hazards and enemies. NecroTwister was designed for the 2023 GMTK 48-hour game jam "Roles Reversed".

  • Unity
  • Puzzle
  • Game Jam

Team

4 Person Project

Role

Technical/Level Designer

Tools

    Unity Rider Photoshop Figma

Languages

  • C#

Key Contributions

  • Designed and storyboarded a variety of layouts in Photoshop and Figma.
  • Designed levels with a difficulty curve, balancing difficulty while tutorializing mechanics for new players.
  • Implemented all levels in Unity.
  • Bug-fixing and basic feature implementation in C#.

to

Shelfless: 100% Off

An action-stealth top-down game where players are tasked with the goal of hiding in plain sight and shoplifting as many items as possible without getting caught.

  • Unreal Engine 5
  • Top-Down Stealth

Team

3 Person Project

Role

Technical Designer & 3D Artist

Tools

    Unreal Engine Rider Photoshop Maya

Languages

  • C++

Key Contributions

  • Implemented underlying systems and gameplay mechanics in C++.
  • Various textures and 3D assets using Maya, Qubicle/MagicaVoxel, Photoshop and Aseprite.
  • Designed and iterated on level design with 2D whiteboards and blockouts.
  • Website and promotional material.
  • Collaborated with other members to concept gameplay loop, theme and mechanics.

to

The Fabryka

A Dead By Daylight® Custom Map. The Fabryka was one of humanities last remaining outposts during the conflict. Until one night, once again, the residents found themselves awoken by the blazing sounds of raid sirens; Only this time there was nowhere left to run.

  • Unreal Engine 4
  • Custom Map

Team

Solo Project

Role

Technical/Level Designer

Tools

    Unreal Engine Rider

Languages

  • C++

Key Contributions

  • Designed an environment which fits into gameplay flow of Dead By Daylight, in Unreal Engine 4.
  • Iterated design based upon player feedback.
  • Added gameplay mechanics using blueprints and C++ (Collision, spawn-points, prefabs, etc).

to

Gatekeeper

This Call of Duty®: Black Ops III Custom Map transports players to a mysterious gothic citadel with threats from above and below. Fight hordes of the undead while navigating across a varied environment with unique hazards.

  • Radiant
  • Custom Map

Team

Solo Project

Role

Level Designer

Tools

    Unity Radiant Rider Photoshop

Languages

  • GSC

Key Contributions

  • Designed and built the environment in Radiant Black.
  • Iterated layout and mechanics based upon player feedback.
  • Wrote GSC scripts to create new gameplay mechanics.
  • Converted FBX/OBJ Models to XModel, created materials and converted textures across Unreal Engine to supported TIFF based texture maps.
  • Added core systems (Spawners, traversals, doors, volumes, etc).

Planetarium

<h4>COMP3015 | The Planetarium | CW2</h4> Play

An OpenGL 4.6 rendering showcase set in an alien planetary system. Uses a custom Blinn-Phong shading model and includes a variety of features including normal mapping, HDR tone mapping, surface animations, particles, multi-texture inputs, and more.

  • OpenGL
  • Rendering

to

Variance

<h4>[Project Variance] Very Early Alpha | Gameplay Reel</h4><p>A short demo of Variance.</p> Play

Variance - "A Rift Between Worlds" is a top-down roguelike bullet-hell game, transporting players across a dangerous procedurally generated world. In this MVP, players control one of four randomly generated heroes, each with unique abilities, and must fight through groups of deadly enemies.

  • Unreal Engine 5
  • Bullet-hell
  • Prototype

to

Ilios Terrace

<h4>Ilios Terrace | Overwatch Custom Map</h4><p>An elimination Map Concept for Overwatch.</p> Play

Perched high upon a hillside overlooking Greece's Aegean Sea, this Overwatch® 2 Map Concept boasts panoramic views, free Wi-Fi and spa access, bottomless wells, and even a lighthouse. Ilios Terrace is a great place to eliminate your enemies!

  • Unreal Engine 5
  • Map Concept

to

Ratz V Aliens

<h4>Ratz V Aliens Gameplay</h4><p>Download Now on Itch.io.</p> Play

Ratz V Aliens is a tower defence FPS game where the player takes control of a rat and must collect resources to defend against an unstoppable army of aliens.

  • Unity
  • Tower Defence
  • Prototype

to

Lava Rising 2

<h4>Lava Rising 2 Gameplay</h4> Play

Keep climbing and don't look down! Score points and race your way up a randomly generated 2D tile-map slowly being consumed by the lava beneath. Test your parkour skills by avoiding deadly hazards and traversing obstacles in Lava Rising 2, free for iOS.

  • Unity
  • Platformer

to

Blackout

After a cave miner falls into a ravine, they awaken into an alien world, devoid of colour and light. Players are tasked with guiding the miner through the afterlife, completing puzzles, managing items, and navigating through portals before the darkness consumes them.

  • JS
  • Puzzle

to

The Red District

  • Unreal Engine 4/5
  • Custom Map

to

Hana No Komichi

  • Unreal Engine 5
  • Map Concept
  • Blockout

to

Phantom Hysteria

  • Unreal Engine 4
  • Multiplayer Horror

to

The Encampment

  • Unreal Engine 5
  • Map Concept