Software & Tools Engineer · Nottingham, UK

Joseph Cook

I build developer tooling, build pipelines and procedural systems in C# and .NET. Five years shipping real-time software across PC, PS5 and Meta Quest.

About me

Most of my commercial work has shipped in games. At XR Games I spent three years on the R&D team building internal tools other departments used daily: asset export, scene management, mesh combining and a few others, plus the multi-platform build pipelines behind four released titles. I've since done some contracting at Skyhook Games working on vehicle physics and in game gameplay systems.

What I enjoy most is automation: finding the repetitive work in a team's workflow and building something that makes it disappear. Outside work I run CookieJarTools, where I design, release and support my own developer tools, from a commercial Unity asset to open-source libraries.

Technical skills

Languages, engines and practices I use day to day, from editor tooling and CI to cross-platform release.

Shipped titles

Eight commercial products across PC, PlayStation 5 and Meta Quest, at Skyhook Games, XR Games and Codemasters.

CookieJarTools

Tools that spark joy in the creation process. My independent label for developer tools that speed up real workflows. Unity first, with standalone applications next.

Visit cookiejartools.com →

Commercial

Terrain Molder, a paid editor tool on the Unity Asset Store.

Asset Store →
MIT

Open source

Free libraries for editor and runtime workflows.

GitHub →

Owned end to end

Architecture, documentation, releases and user support, from bug report to fix.

Personal projects and experiments

Procedural generation, mesh tooling and the occasional game jam.

Let's build something.
UK or remote.