READY TO MAKE YOUR DREAM A REALITY?
BLAKE VIOLET CASH
She/Her/Hers
Heya!
I’m Blake—a passionate Senior C# Full-Stack Developer and 3D Artist specialized in development within the Unity game engine!
With over 7+ years of professional experience crafting immersive interactive experiences, I have had the privilege of guiding talented teams through every phase of the Unity development pipeline!
Whether it’s spearheading award-winning projects or building virtual educational spaces, I’m driven by a commitment to meticulous craftsmanship, creative problem-solving, and collaborative leadership!
Game dev isn’t a job—it’s the art of the impossible made real!
FEATURED PROJECTS
Noir - Nocturne
Award-Winning Multiplayer mystery horror game blending investigation and psychological horror elements, with a noir aesthetic.
Aether’s Maw - The Leviathan’s Trail
Multiplayer co-op exploration game inspired by Treasure Planet, centered around adventure and discovery.
Carnival Chaos
Multiplayer carnival-themed combat game set in a procedurally generated arena, where players fight each other in chaotic, carnival-themed battles.
AWARDS
VRChat Spookality 2021 Game Jam - Won
VRChat Spookality 2020 Game Jam - Won
VRChat Spookality 2019 Game Jam - Placed 2nd
NSSA 2024 Space Jam - Placed 3rd
Raindance 2020 Best Immersive World - Nominated
Raindance 2021 Best Immersive World - Nominated
Raindance 2021 Spirit of Raindance - Won
WORK HISTORY
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As the founder and primary developer of CentauriCore LLC, I led the technical delivery of a wide range of Unity-based projects for clients across games, VR, education, and simulation. Most engagements involved short-term contracts, often requiring rapid onboarding into existing codebases and delivering targeted solutions under tight deadlines. My work spanned nearly every part of the Unity development pipeline, including:
AI & Systems Programming: Engineered modular AI behavior frameworks (FSMs, behavior trees) built for plug-and-play integration into live projects with minimal refactoring.
VR Development: Built interactive VR experiences including a prototype for Robert Wertz Design’s Paths to Peace Program, focusing on immersive feedback, accessible design, and performance on standalone devices.
Multiplayer Infrastructure: Implemented and debugged networked systems using Photon PUN2, FishNetworking, and Epic Online Services; often brought in to troubleshoot sync issues and ensure server-client consistency. Directly contributed to the implementation of both gameplay and back-end network infrastructure, ensuring low latency and optimized server usage.
Editor & Tooling Solutions: Created in-editor tools to streamline workflows for level design, content tagging, testing, and asset organization, tailored to the needs of each team.
Pipeline Optimization & Technical Rescue Work: Regularly addressed performance bottlenecks, physics anomalies, and architectural issues in legacy projects with unclear ownership or minimal documentation.
General Unity Engineering: Provided support for animation integration, physics setup, scene management, shader tweaks, and addressables, stepping in wherever needed to ship features or unblock teams.
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Led the technical direction and Unity development for an educational mobile app on the Meta Quest platform, created to support immersive learning experiences within classroom settings. Worked closely with designers, educators, and artists, while contributing hands-on across nearly every aspect of the Unity development pipeline. Key responsibilities and accomplishments include:
Technical Leadership and Full-Pipeline Development: Managed the Unity development workflow from architecture to deployment. Took an active role in designing and implementing systems optimized for standalone VR.
Networking and Multiplayer Systems: Built the real-time networking backend, allowing collaborative sessions across multiple devices with low latency.
Gameplay and Interaction Design: Designed and implemented user interactions, gameplay mechanics, and session flows aligned with classroom instruction.
Level Design and Environment Art: Guided the creation of immersive VR spaces, contributing directly to level layout, 3D asset production, and lighting design.
VFX, Animation, and UI Integration: Developed stylized visual effects, implemented animation systems, and handled UI elements to improve feedback and user clarity.
Team Collaboration and Project Coordination: Facilitated communication across disciplines, ensuring that technical solutions aligned with design intent and educational goals. Provided support and direction to junior team members and external collaborators.
Also contributed to additional educational initiatives by building virtual environments used in live-streamed VRChat workshops delivered through Zoom for classroom audiences.
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Brought on mid-project to complete development of Saga of Sage: Mission 1 following the departure of the previous programmer. Tasked with ensuring technical continuity, resolving legacy issues, and preparing the project for release on mobile VR platforms. Key contributions included:
Codebase Assessment and Adaptation: Quickly onboarded into an unfamiliar codebase, diagnosing architecture and resolving structural issues to stabilize core functionality.
System Debugging and Optimization: Identified and fixed performance bottlenecks, memory issues, and runtime errors to ensure smooth performance on mobile VR hardware.
Collaboration and Continuity: Worked closely with the development team to maintain creative and technical alignment during the transition, helping preserve project momentum and vision.
Finalization for Release: Completed and refined key gameplay systems, interaction logic, and user experience features to meet platform certification and production standards.
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Contracted to support the Japan-based development team behind Virtual Market 5 (Vket 5), one of the world’s largest VR events. Focused on diagnosing and resolving multiplayer networking issues to improve platform stability and user experience. Key responsibilities included:
Netcode Debugging and Optimization: Identified and resolved critical issues affecting real-time multiplayer performance in VR environments.
Technical Consultation for VR Networking: Provided guidance on best practices for scalable netcode architecture within Unity-based VR projects.
Cross-Team Collaboration: Worked closely with the core development team to troubleshoot system-specific problems and ensure compatibility across various devices and use cases.
SKILLS & TOOL EXPERIENCE
GAME NETWORKING
Photon | Epic Online Services | FishNetworking
VERSION CONTROL & DEVOPS
PlasticSCM | Git | Unity DevOps
3D SOFTWARE
Blender | Substance Painter
PROGRAMMING LANGUAGES
C# | Unity HLSL | Java
GAME ENGINES
Unity
UNITY PLUGINS & TOOLS
Addressables
UniTask
Mecanim
AI Navigation
Unity DOTS (C# Jobs)
MetaXR
FMOD
OpenXR
A* Pathfinding
Amplify Shader Editor
SRP Shader Graph
BIRP/URP Experience
Shuriken Particle System
Final IK
Epic Online Services Unity Integration
Bakery GPU Lightmapper
DoTween
New Input System