Callum Steele
Game Programmer, System Developer, Developer, QA Tester
About me

I'm a passionate, dedicated programmer who studied the Game Development program for 3 years.
I strive to always improve and take new challenges to further improve my knowledge.
Table of Contents
Projects
Parallel

An award winning Unreal Engine 5 single player stealth-adventure game about a multi-dimensional monster ravaging a space station. The player's goal is to distract and evade the monster using a Phase Shift device and other tools at their disposal.

Parallel won 3rd place for the Achievement in Accessibility Award at the Level Up 2025 game showcase
My Contributions
Designed the full implementation of the Phase Shift mechanic in Parallel.
Redesigned the Throwable Items system to be as lightweight as possible.
Designed a feature complete UI System for adjusting settings, keybinds, audio, and accessibility options.
Handled sound implementation in Parallel, including but not limited to; Sound being played on key frames in animations, thrown objects, UI sounds or various other interact-able objects in the world.
Designed and implemented save files, as well as organized how it would read that data whenever the player needed to load their save data.
Worked as a part of a cross-discipline team of 10 developers to successfully complete this product, working to mediate conflicts, ensure workflow deadlines were met and product quality was upheld.
Mediated and helped to resolve group conflicts.
Acted as Quality Assurance lead for this project, writing QA test sheets and conducting scheduled manual tests at regular intervals to identify and fix bugs.
Struggles and Issues i ran into
during development
First larger scale serious project, I had to self teach systems like saving/loading, graphics settings, audio settings and audio functionality in Unreal Engine 5.
Conflicts within the group presented challenges that I worked to resolve to restore a efficient workflow.
Scope & feature creep presented a challenge, as we had too many good ideas and not enough time or resources to complete them.
What i learned from my time working on Parallel
Importance of quality assurance to keep consistent track of bugs.
How to write good playtest feedback forms, as well as organizing scheduled playtests.
How to write & executing QA test sheets
How to write automated feature tests in Unreal Engine
Unreal Engine's Save System architecture (async saving/loading, writing custom save files, etc)
Self motivation to ensure project completion
Greater confidence in my ability to adapt to challenges.
Agile Development utilizing JIRA
Rocket Tanks
A UE5 Fully Networked (Steam API) game about gravity defying tanks that can jump, do flips and glide in order to secure victory. Play against your friends to get your team the most kills and win the game.
Made in a small team for a college project
A 3 month project created by 7 people. This was the first time any of us had worked together on a project, and we ended up working well together. I learned valuable team dynamics, as well as skills with Github and Unreal 5.
First time using Unreal 5, as well as first networked game
First time creating a larger scale project in UE5, through this project I learned about replicating code in Unreal 5, Steam API integration, as well as creating game elements in UE5.
My Contributions
Refining vehicle physics and gameplay feel
Turret System
Modelling of powerup items
Designing UI Graphics
Programmed and networked gameplay elements utilizing Unreal Engine’s networking systems and SteamAPI for peer-to-peer gameplay.
Struggles and Issues i ran into
during development
First time using Unreal Engine and GitHub for a collaborative project, so it took some time to get used to the workflow and understand everything.
Since it was my first major project in Unreal Engine, I had to teach myself most of the systems in order to complete it.
Lack of confidence and feeling overwhelmed at some points due to lack of experience
What i learned from my time working on Rocket Tanks
Team dynamics
Agile Development utilizing Trello (Scrums, weekly sprints, tracking of task cards)
GitHub and version history
Unreal Engine's UMG user interface system
Network replication of code in Unreal Engine
Each piece of work I completed helped to bolster my confidence in myself and my abilities piece by piece.
Upcoming Projects
Goblin Gambling
Coming soon!
A simple cooperative indie game focused on you and your friends causing havoc at a casino.
You play as a fully customizable goblin, who's sole goal is to amass as much wealth from the casino as possible.
My Contributions (thus far)
Designed and implemented the following:
Cosmetic and player customization system
In-game currency and currency storage systems
Full inventory system
Miscellaneous casino minigames
As well as peer-to-peer networked architecture for all of these systems.
Struggles and Issues i ran into
during development
First independent game; Financial constraints, lacking of business knowledge.
Busy scheduling & full time jobs conflicting with development time for team-members.
No outside support system; entirely self dependent to complete this project.
What i learned from my time working on Goblin Gambling (So far)
Expanding my understanding of proper network replication of code in Unreal Engine
OnRep() functionality and its wealth of usefulness
Dynamic material components in Unreal Engine for changing material textures and colours during runtime.
Rendering elements from the game world in user interfaces (ex, rendering a live visual of your player in your inventory for viewing changes when customizing)
Contact Info
To get in contact with me, please reach out via email (preferred) or by phoneEmail (Preferred): [email protected]
Personal Cell: (613)-875-6875









