Jamie Noble
Jamie Noble
Senior C++ and Unreal Engine engineer. Lead developer, digital twins and games.
GlasgowOpen to work
Open to full-time, part-time and contract work

Jamie Noble

Senior C++ and Unreal Engine systems engineer. Over five years across C++17, Unreal Engine 5 and AWS, currently lead developer on SpaceForm's production digital twin platform, where I own the system architecture, the data pipelines and the internal tooling.

C++17Unreal Engine 5Networking and replicationGraphics and shadersAWSPS5 dev kits
Selected projects

Platforms, games and prototypes

SpaceForm Digital Twin Platform

Lead Developer, current role
In industry use
WebWindowsAWS

A production real-time digital twin platform combining Unreal Engine 5, modern C++17, AWS, high-throughput data ingestion, browser-based 3D visualisation, internal tooling and secure local AI workflows. The platform ingests, transforms and presents large volumes of external data inside interactive 3D scenes that clients use directly.

C++17UE5AWSREST APIsGaussian splattingLlama.cpp RAGMultithreadingBIM, CRM and mapping APIs
Looping clip of the SpaceForm live data platform flying over a city-scale model of London
Spaceform Unreal App in Action
Looping clips from Jamie's segment of the ArchiTech Network workshop with Zaha Hadid Architects and Unreal
Presenting at the ArchiTech Network workshop with Zaha Hadid Architects and Unreal
Jamie at the SpaceForm stand at Cityscape Global 2025 in Riyadh
Exhibiting the platform at Cityscape Global 2025, Riyadh
Celeros key art, a racing drone banking past a tower with the Celeros logo

Celeros

Unreal Engine Games Programmer
Demo on Steam
PCSteam

PC racing and action game. Built the state-driven front-end, a reusable UI framework and a JSON-driven messaging system that let live-service content reach players without hardcoding every path. Steam auth, friends and profiles.

C++BlueprintsSteamFirebaseAWS
Ultimate Knockout arena, an octagon cage under stadium lights with a full crowd

Ultimate Knockout

Lead Programmer and Audio Designer
Announced
PCPS5

Networked 1v1 third-person fighter. Replicated actors and components, RPCs, authority checks, prediction and smoothing, physics replication, directional hit reactions and a dynamic camera. I built the PS5 dev-kit builds and ran the network testing, focused on removing host advantage and desyncs.

UE replicationRPCsPredictionPS5 dev kits
Paranormal Penny key art, Penny holding a torch in the dark beside the title

Paranormal Penny

Lead Programmer and Audio Designer
In development
PC

Unreal horror game. Owned gameplay, AI, interaction, physics, camera and audio: a Polaroid camera with picture-quality scoring, procedural pickup animations, bicycle physics, UFO behaviour, quests, inventory, and audio zones driven by doors, windows and world state.

C++AI behaviourIK and procedural animationAudio systems
Rot Rush animated banner with Tung and Ballerina around the pixel wordmark

Rot Rush

Solo Developer
Live on three portals
WebAndroidiOS

A browser survival action game with pixel-art Brainrot characters, released in October 2026 on Playgama, CrazyGames and GamePix. Auto-firing weapons, XP, chests, bosses, a timed Backrooms escape and permanent upgrades between runs. Written in TypeScript on HTML5 Canvas with a custom 2D engine, bundled by esbuild, with touch and desktop controls and the Playgama Bridge SDK for saves and ads. A new version is in development.

TypeScriptHTML5 CanvasCustom 2D engineesbuildPlaygama Bridge SDKTouch controlsPixel art
Looping clip of the networked physics platformer with two synchronised clients

Networked Physics Platformer

Solo project, C++ with SFML and Box2D
Source available
WindowsSource

Authoritative host, client-side prediction, snapping and interpolation correction, custom socket wrappers and a full packet flow from handshake to disconnect. I tested it across remote machines and under simulated latency and packet loss using Clumsy.

Client and serverSFML socketsBox2DPrediction
Looping clip of a neural-network bird playing Flappy Bird beside its network visualiser

Neural Network Flappy Bird

Solo project, C++ with SFML
Source available
WindowsSource

A population of feed-forward-network birds trained by a genetic algorithm: fitness selection, crossover, mutation, and a second window visualising the selected bird's network at runtime. A 100-bird run produced a first-generation bird scoring over 18,000.

Neural netsGenetic algorithmFixed timestepVisualisation
DirectX 11 demo, tessellated island terrain with animated water

DirectX 11 Graphics Demo

Solo Graphics Programmer
Executable and HLSL source
WindowsDirectX 11

Tessellated heightmap terrain with distance LOD, height and slope material blending, normal and displacement mapping, animated water, directional, point and spot lighting, shadow mapping and a multi-pass bloom pipeline, all tunable at runtime with debug views.

DirectX 11HLSLTessellationShadow mappingBloom
Looping clips from the Project Trigram release trailer

Project Trigram

Programmer and Audio Designer
Finished
PCitch.io

Completed Unreal Engine team project. Gameplay implementation, AI-driven behaviour and audio presentation delivered through to release with a cross-discipline team.

C++UnrealAIAudio
Looping montage of Deja Dune, the C++ boids simulation and the Slime Slayer prototype

Smaller prototypes

C++, PS Vita framework and Blueprints
Jam and university projects
PS VitaWindows

Bames Jond, a top-down PS Vita action prototype. A C++ boids flocking simulation. Deja Dune, an Epic MegaJam 2025 time-rewind dune surfer built from scratch in Blueprints with original audio.

BoidsPS VitaEpic MegaJam 2025
Experience

Lead roles in digital twins and games

Three remote C++ and Unreal roles since 2022.

5+years in C++ and Unreal
4Unreal Engine games credited
1digital twin platform in industry use
Jan 2025 to presentRemote, London

Lead Developer, Digital Twin Platform

SpaceForm
  • Leading development of a cloud-based digital twin platform, owning full-stack architecture across C++, AWS and Unreal Engine.
  • Designed and shipped a browser-based viewer for interactive digital twins using JavaScript and gaussian splatting.
  • Built secure, local AI agents in C++ with Llama.cpp, using retrieval-augmented generation for context-aware data queries.
  • Integrated mapping, CRM, BIM and real-estate APIs for real-time, high-volume data ingestion and presentation.
  • Architected scalable backends focused on performance, concurrency and cloud-native deployment on AWS.
  • Built and maintain the internal tools that streamline architect and artist workflows across disciplines.
  • Mentored a junior engineer and translated stakeholder needs into stable systems. Represented the company at Cityscape Global 2025 in Riyadh.
Jul 2024 to Dec 2024Remote, London

Games Programmer, Unreal Engine

Nexus Labs Games (Saltwater Games), Celeros
  • Engineered a modular, state-driven front-end system with backend engineers for cross-platform quest and account functionality.
  • Designed a reusable UI framework and a JSON-driven global messaging system for dynamic player-facing content.
  • Analysed and optimised existing C++ and Blueprint systems to support smooth feature integration.
  • Implemented Steam integration: authentication, friends lists and profile data.
Oct 2022 to Oct 2023Remote, London

Lead Programmer and Audio Designer

StraightJackIt Entertainment
  • Developed C++ and Blueprint real-time systems including networking, procedural audio and camera components.
  • Owned Unreal Engine 4 integrations: FMOD, Perforce and PlayStation 5 development kits.
  • Worked closely with designers to align technical implementation with creative and production goals.
Skills

Languages, engines, systems and tooling

Languages

  • C++17
  • TypeScript
  • JavaScript
  • Python
  • HLSL
  • HTML and CSS
  • Blueprints

Engines and graphics

  • Unreal Engine 4 and 5
  • DirectX 11
  • HTML5 Canvas
  • SFML
  • Box2D
  • Gaussian splatting
  • RenderDoc
  • Nvidia Nsight

Systems and networking

  • Multithreading
  • RAII
  • STL and Boost
  • UE replication
  • WebSockets
  • Client-side prediction

Cloud and data

  • AWS
  • REST APIs
  • High-volume ingestion
  • Firebase

AI tooling

  • Llama.cpp
  • RAG
  • ComfyUI
  • ElevenLabs
  • Claude
  • ChatGPT

Platforms and tooling

  • PS5 dev kits
  • Steam
  • Playgama Bridge SDK
  • esbuild
  • Git
  • Perforce
  • FMOD
  • Postman
Education and beyond

Background

2019 to 2022

BSc Computer Games Technology

Abertay University, Dundee. Graphics, networking, AI and console framework work that became the prototypes above.

Active business

LankyBeats

Independent music production business. I have produced, mixed, mastered and released over 250 instrumentals, passed 1,000,000 Spotify streams, and run the branding, client relationships and distribution myself. On the engineering side I build automated ComfyUI workflows that render a visualiser for each release, and a pipeline that uploads every beat with its artwork and metadata to more than 20 platforms. ElevenLabs, Claude and ChatGPT run inside these workflows. lankybeats.com

Personal life and hobbies

I run The Reality Frameworks, a channel on YouTube, Instagram and TikTok that makes complex ideas about the mind simple, with ElevenLabs, Claude and ChatGPT in its production workflow. I study at the Self Integration School, a programme in developmental psychology, consciousness studies and transpersonal metaphysics. I follow games and graphics industry news and new AI tooling closely, play five-a-side football every week, and spend plenty of time with friends and family.

Jamie with a Self Integration School group on a country path Jamie examining an apple, thinking Jamie smiling in the sun with a cup Jamie laughing by a fire at night
Contact

Available for full-time, part-time and contract work

Based in Glasgow. Happy to talk about AI, Unreal, C++ systems, real-time visualisation, digital twins or networked gameplay or anything else which may fit my profile.

Location Glasgow, UK Timezone UK time Work Remote or Glasgow Hours Full-time, part-time or contract
EmailJamie6mn@hotmail.co.uk
Phone07913 230913
LocationGlasgow, Scotland (UK time)