CV

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

Resume