Nova MacCourt Gameplay Programmer · Technical Designer · Producer

Gameplay programmer and producer with 15+ years across game development and software engineering. I build systems-heavy games in Unity and Unreal (C#/C++), from large-scale 4X strategy to classroom-ready educational titles.

Creator of Game of Planets and lead programmer & project manager on Eco Submarine, I’ve also founded and led a remote studio, Indie Games Startup LLC, where I formalised pipelines and kept multi-title teams shipping smoothly.

I’m currently seeking a full-time role as a gameplay programmer, technical designer, or producer with a game studio in Auckland or Hamilton (in-person or hybrid), or fully remote from New Zealand, Canada, or the United States.

Auckland, New Zealand Open to full-time roles Unity · Unreal · C# · C++ Gameplay · Systems · Production

“Big ideas, small shippable steps. I care about moment-to-moment feel, stable builds, and leaving teams and codebases in better shape than I found them.”

Game Portfolio

Selected Projects

These are the projects I most often reference in gameplay programming, design, and production interviews. Builds, more detailed breakdowns, and additional prototypes are available on request.

4X Strategy · Custom Tech

Game of Planets

  • Role: Creator, lead programmer, designer, and producer.
  • Built a custom engine and persistent galaxy simulation with ~1,600 star systems and 10,000+ planets.
  • Delivered first playable in 9 months; ran a 200+ player closed beta for 15+ months of balancing and UX iteration.
  • Now advancing to a Steam edition under Indie Games Startup, with a core team of AAA-experienced developers.

Focus areas: simulation & economy systems, performance optimisation, UX for complex strategy, remote playtesting workflows.

Education & Conservation · Unity (C#)

Eco Submarine

  • Role: Lead programmer & project manager.
  • Educational ocean-adventure game for ages 8–13, built with New Zealand educators and conservation partners.
  • Owns gameplay and systems programming in Unity, including tools like vacuum, magnet, and laser across four handcrafted levels.
  • Designed for classroom deployment: short sessions, stable builds, and clear teacher-facing documentation.

Focus areas: feel & responsiveness, curriculum-aligned progression loops, classroom-friendly performance and UX.

Prototypes & Jams

Smaller Gameplay Experiments

  • System prototypes exploring combat feel, AI behaviours, camera & controls, and resource economies in Unity and Unreal.
  • Student and solo projects used to test new mechanics quickly, then fold lessons back into larger titles.
  • Clean, well-commented code samples and short design docs available via GitHub or on request.

Focus areas: rapid iteration, readability of code & design intent, and polishing moment-to-moment play.

Studio & Ventures

How I Build With Teams

Alongside hands-on engineering, I’ve built and led remote-first teams. These ventures sharpened my production instincts, but my focus now is joining an established studio as a long-term team member.

Remote Game Studio

Indie Games Startup LLC

  • Founder and engineering/production lead for a 200+ person remote studio across 28 countries.
  • Formalised Agile pipelines, onboarding, and documentation enabling seven core teams to run 22+ PC/mobile projects in parallel.
  • Stayed hands-on in Unity/Unreal (C#/C++), focusing on gameplay systems, performance work, and mentoring developers.
  • Built a 10-person advisory group of AAA veterans to raise craft and production standards.

AI & Civic Tech

COGENSY

  • Co-founder and product/engineering lead for a platform that turns structured public reasoning into machine-readable, auditable signals.
  • Designs systems for deliberation, reputation-weighted promotion, and data feeds that AI and policymakers can trust.
  • Experience here strengthens my systems thinking, but it runs alongside (not instead of) my focus on games.

Teaching & Applied AI

Intelligence Partners Ltd.

  • Created and delivered a six-month masterclass showing entrepreneurs how to combine generative-AI tools in their planning and go-to-market work.
  • Translates complex technical capabilities into practical workflows for non-technical founders.
Experience

Games & Software Background

Gameplay Programmer & Producer – Indie Games Startup LLC

2023 – Present · Remote (Auckland, NZ)

Built a remote studio and shared pipelines for multi-title development; stayed hands-on in Unity/Unreal, mentoring engineers and helping teams ship features predictably across time zones.

Lead Programmer & Project Manager – Eco Submarine

2023 – Present · New Zealand / Remote

Owns Unity gameplay and systems code, runs sprints and scope, and coordinates art, design, and education partners to deliver a classroom-ready conservation game for kids.

Creator & Lead Programmer – Game of Planets

2018 – 2020 · Remote

Solo-developed a large online 4X RTS with custom tech, including galaxy simulation, economy and AI systems, and UX; led a 200+ player beta community and iterated extensively on balance and feel.

Senior Product Specialist – Enlight Software

2023 · Remote

Worked with Trevor Chan’s team on Capitalism Lab, shaping product strategy and outreach to universities, and aligning features and messaging with academic needs.

Earlier Engineering Roles – Full-Stack & IT Systems

2005 – 2020 · Canada & Remote

Built database-driven web apps at Real Estate Webmasters, overhauled infrastructure for O.U.R. Ecovillage, and led a cross-department platform for Hong Kong Polytechnic University to unify tools and curricula.

Education – Media Design School & Vancouver Island University

2021 – 2024 · 2009 – 2010

Bachelor’s in Software Engineering: Game Programming (Media Design School, Auckland) and Diploma in Internet Production (Vancouver Island University).

Contact

Let’s Talk

I’m open to full-time, permanent roles where I can be hands-on with gameplay programming, help shape systems and tools, and support a team through clear, calm production practices.

Location-wise, I’m looking for in-studio or hybrid positions in Auckland or Hamilton, or fully remote roles based in New Zealand, Canada, or the United States.

For code samples, deeper breakdowns of my work on Game of Planets and Eco Submarine, or to discuss a specific role, reach out via email or LinkedIn.

Quick Links

Download my game-focused CV or browse selected samples.

Download CV

GitHub – code samples

Design docs & breakdowns