Brian Duffy

About

I build interactive software on my own, end to end. Architecture, gameplay, tools, backend, performance and release: the whole technical side of a project, handled by one person.

On Memoreum I joined as a contractor and was quickly promoted to lead developer. At ElfMoNN I also started as a contractor, and I’m now CTO.

I came to this sideways. I left my first course because I wanted to work in media but not in the way that course was teaching it, spent nearly three years running a live music promotion company across Waterford and Dublin, and worked a lot of unrelated jobs after it closed. What kept pulling at me was the boundary between technical and creative problems, where both have to be solved at the same time. In 2018 I went back to study game development properly, specialised in VR because it was obviously about to matter, and graduated with first class honours in 2022. I had a studio offer and went independent instead.

I’ve been building for VR nearly as long as consumer VR has existed. I started Unity in 2016, the year the Rift shipped, and was building VR projects by 2018.

How I work

In tranches, with a written check-in at least once a week. I’ll take meetings when they’re worth having, but I’d rather spend the hour on the work and send you something you can actually look at.

Arrangements are flexible. Some clients want a fixed scope delivered by a date. One buys a few days a month, ongoing, because that’s what the budget allows. Both work.

When scope changes mid-project, and it usually does, we agree the new cost and timeline before I start on it. No silent overruns and no surprise invoices. Being one person is what makes that straightforward: there’s no team to re-plan around, so adapting costs you a conversation rather than a process.

What I need from you depends on what you’re buying. For a full build, a clear vision helps more than a detailed specification. For consultation, just bring the problem – I’ve had clients arrive with nothing but an idea and a question about whether it was possible, and that’s a perfectly good place to start.

What I work with

  • VR and XR Meta Quest 2 and 3, OpenXR, ARFoundation on ARCore and ARKit, hand interaction, comfort and accessibility design
  • Performance on constrained hardware standalone VR and mobile frame budgets, profiling, IL2CPP, per-device tuning, thermal behaviour
  • Multiplayer Netcode for GameObjects, Unity Transport, Steam transport, proximity voice
  • Content streaming and memory budgeting Addressables, remote bundles over a CDN
  • Save and data architecture versioned serialisation, migration, IndexedDB
  • Build pipelines and editor tooling custom Unity editor tools, Android and AAB, iOS
  • Store and platform integration Meta Platform SDK, Steam and Steamworks pages, RevenueCat, Unity Purchasing, App Store and Play submission, children’s-category compliance
  • Backend and services Supabase, Firebase, AWS CloudFront, Cloudflare
  • Cross-platform apps TypeScript, Tauri, PWA, React, Svelte

Also shipped with: Wwise, VFX Graph, Shader Graph, ProBuilder, Animation Rigging, NodeCanvas, Burst and Collections, Vite, Cinemachine, Input System.

Beyond the code: running remote teams and subcontractors, and writing the kind of technical documentation that lets someone else pick a project up.

Work I'm drawn to

I’m particularly interested in interactive work doing something other than entertainment: education, training, cultural and charitable projects, activism, art. If you’re working to a grant or an institutional budget, say so early and we’ll shape the scope around it.

Outside work

Two dogs called Scruffy and Poppet, a lot of books, and more films than is reasonable. I’m genuinely interested in what happens at the intersection of technology and art, which is what got me started in this industry.