Personal
Nyx Cydot
nyxcydot@gmail.com
Avaliable on request:
- Location
- Resumes for other roles
- ATS-friendly resumes
Work
VisceraTek
[2026 – Current]
- Lead developer on Sacrisigil – an alien movement shooter game.
- Scoped, planned and executed a 1-year game production.
- Programmed technical art scripts in unreal blueprint that accelerated and optimised modular art workflows.
- Designed and implemented gameplay flows to provide the product’s intended user experience.
- Designed, programmed and produced post process effects to enhance visual cohesion and provide gameplay feedback, including user settings.
- Designed levels that facilitated gameplay and supported AI.
- Planned and produced efficient, modular art systems that supported game architecture styles.
- Developed 3D art pipelines to model, texture and manage large multi-material assets.
- Developed and documented audio and music styles to drive cohesive sound design.
- Programmed variable-driven music mixing and sound triggering systems. I then applied these to improve feedback systems and add dynamics to physics SFX.
- Implemented real-time digital signal processing chains for audio to enhance sense of space.
- Designed and developed user interface including art, flows, interactions and feedback systems.
- Composed, recorded, produced, mixed, mastered and implemented horizontal music, including ambient/battle states and transitional stems.
- Organised and ran playtests to collect user feedback, driving user-centric design decisions.
- Organised and presented promotional collaborations with the Academy of Interactive Entertainment.
- Planned and produced key art, trailers and social media posts.
- Managed data and documentation to ensure quick development and consistent backup of working files.
- Designed, documented and produced logos for the studio, ensuring clear communication and memorable aesthetics.
Sunbreaker Games
[2026]
- Planned business startup, including goals, finances, and production sprints.
- Provided internal training through seminars on game design, audio and tech art.
- Designed and documented levels and their gameplay goals, to assist others to create them.
- Ran playtesting and recorded user feedback to inform design decisions.
Room 22 Studio
[2023]
(Work Experience)
- Assisted in 2D motion graphics and audio production for advertising.
Skewered Restaurant Lawson
[2022-2023]
- Setup and packed up restaurant.
- Prepared and cooked food.
- Cleaned equipment and spaces.
- Served customers at point of sale.
Education
Graduate Diploma of Management (Learning)
[2026-2027]
Academy of Interactive Entertainment
- Created and planned reachable goals in Jira for a team of 5, including running standups and retrospectives.
- Self-taught web development to create a sustainable, affordable portfolio site.
- Researched and implemented plans for managing WHS.
- Analysed business plans to identify areas of weakness. Synthesised and implemented change management strategies to account for this.
- Surveyed team members to analyse trends in my leadership and improve areas of weakness.
- Researched Unreal Engine draw call optimisation and applied the results to increase level performance in the game Sacrisigil by 4x.
Advanced Diploma of Professional Game Development
[2023-2026]
Academy of Interactive Entertainment
- Worked in a team of 6 to create Angel Cleaver – a top-down hack and slash game.
- Co-designed gameplay to suite the target audience.
- Designed tasks that upskilled employees in their desired roles while maintaining production KPI.
- Created music and SFX to improve feedbacks systems and convey the mood of the game.
- Collaboratively designed levels (block outs, playtest adjustments, technical requirements, objective locations).
- Ran playtests and analysed feedback trends to identify key issues in gameplay, tutorials and aesthetic.
- Concepted, developed and finalised logos for the game in collaboration with artists.
- Created project demos and breakdowns on YouTube, Itch.io, Bandcamp, Artstation.
- Designed and implemented systems in a VR arcade archery game concept. Created asset lists to game requirements and outsourced art.
- Designed and developed interactive app mock-ups in Figma to validate a pantry app’s flows and UI.
- Designed, developed and tested alternative level layouts for Counterstrike II maps, exploring the impact of foliage, verticality and darkness on gameplay visibility.
Diploma of Visual Arts
[2023-2024]
Academy of Interactive Entertainment
- Developed spline-based technical art tools in Unreal Engine to accelerate set dressing.
- Researched unreal engine lighting systems to create performant textured lighting in real time scenes and local renders.
- Created vertex painting blend textures and procedural graphs for organic cliff art.
- Designed and 3D printed rapid prototypes for mirrorless camera lens mounting, including support for macro focus and tilt-shift and additional apertures.
Diploma of Screen and Media
[2023-2024]
Academy of Interactive Entertainment
- Produced 3 multimedia interactive game prototypes (ЖArc Labs, Gravity, Chasseur).
- Developed data management pipelines for audio assets to enable production tracking, easy backup and consistent naming convention in team projects.
- Planned and managed 3 software prototyping projects.
- Developed Orbit – a puzzle game in a space station, with a team of 6.
- Designed and produced space station levels to support puzzles.
- Created a customisable sign system, enabling graphic representation of the player’s location on sign maps.
- Developed animated and textured lighting to create interesting and readable environments.
- Created background props and set dressed ship environment to enhance cosy ‘lived in’ aesthetic.
- Created posters to enhance environmental storytelling.
Diploma of graphic design
[2022-2023]
Torrens University Australia
- Gained a 10% scholarship based on previous graphic design work.
- Created product designs and visualisations for Momento Hospitality, enabling them to validate new gin concepts.
- Utilised Unreal Engine for rendered 3D animation. Developed animations using the sequencer, camera rigs and metahumans.
- Developed interactive game maps for Counter Strike: Global Offensive.
- Designed a font tuned for display in fused deposition moulding (3D printing) and used it to add legible text to 3D printed prototypes.
- Designed conditioner bottles to improve their user experience, and 3D printed prototypes to validate the designs.
Minor roles
- Provided playtesting and feedback for Rogue Vector by Chaos Theory [2026]
- Provided playtesting and feedback for Shatter Rush by Tetra Studios [2026]
- Created and moderated the Open Source Discord Server [2023-2026]
Experience Areas
Skills
- Project management
- Planning/scheduling
- User experience design
- Web development
- Technical design
- Graphic design
- Data management
- Realtime rendering optimization
- Game design
- Level design
- Sound design
- Game engine sound mixing
- Music production
- Lighting
- Art direction
- Shader programming
Software
- Unreal Engine
- Unity
- Blender
- Cura
- Fusion 360
- Adobe Illustrator
- Adobe Photoshop
- Adobe After effects
- Adobe Substance painter
- Adobe Premiere pro
- Affinity Designer
- Affintiy Photo
- Affinity Publisher
- Davinci Resolve
- Clip Studio Paint
- Darktable
- Figma
- FL Studio
- Ableton
- FMOD
- Serum
- Perforce
- Git
- Wiztree
- Exiftool
- RenderDoc
- VMWare
- Jira
- Trello
- Miro
- WordPress
- OBS studio
- Visual studio
Hardware
- Windows PCs
- Drawing tablets
- Laptops
- Dedicated cameras (DSLRs, Mirrorless)
- Midi controllers
- Video lighting
- Mics
- Audio Interfaces