NullMoniker

Brendan Tipney

Game developer, creative technologist, and technical designer, based in Nova Scotia, Canada.
Building shaders, interactive installations, and the systems behind indie games.

Selected Work

Technical Art : AR / VFX

AR Experience Design

A selection of augmented reality and real-time VFX projects I have worked on: camera tracking, shader-driven materials, and procedural compositing. Built for the Quest 3, Apple Vision Pro, and iPhone.

AR VFX Real-time

In Development : Coming September 2026

Cloudbreaker

An inventory-management action-roguelite built with my partner at Ballast Games. I lead code and gameplay design: combat, run structure, inventory systems, and tooling.

Roguelite Gameplay Code Tools

About

I'm Brendan Tipney, a developer, creative technologist, and technical designer based in Nova Scotia, Canada. I work at the intersection of code, real-time graphics, and gameplay, building tools, shaders, and the systems that hold games together.

I'm one half of Ballast Games, a two-person indie studio currently developing Cloudbreaker. Outside of the studio I like to experiment with any technology I can get my hands on, from CNC and 3D printers to FPV drones. I'm drawn to the limits where the digital and physical meet.

I care about tight feedback loops: tools you can poke at, systems you can read, and visuals that respond to whatever you give them.

Game Dev : Gameplay, Tools, Engine Code
Tech Art : Shaders, VFX, Procedural Systems
Generative : TouchDesigner, GLSL, Simulation

Based in

Nova Scotia, Canada

Studio

Ballast Games

Tools

Godot, Unity, TouchDesigner, GLSL, C#, GDScript, Fusion360

Open to

Collaboration, contract tech-art, friendly emails.