NullMoniker

Brendan Tipney

XR/ Games/ Hardware/ Visuals

Technical designer and creative technologist in Nova Scotia, Canada. I build XR experiences, games, hardware, and live visuals, plus the tools that help other people make them.

Four kinds of building

I'm a generalist on purpose. My work thrives at the intersection of disciplines and falls into four core areas. Pick one, or keep scrolling for the short version.

AR prototype : hand tracking

XR and Technical Design

Virtual puzzles you can control with your hands, reactive holograms, and volumetric performances in your room. Three years at Arcturus designing and building with volumetric video on Quest 3, Apple Vision Pro, Looking Glass, and phones.

Cloudbreaker launch trailer
Cloudbreaker : Launch trailer

Games

Cloudbreaker is out now on Steam. It's a bullet heaven roguelite where managing your inventory is half the fight, built in Godot by a studio of two. I lead the project, the code, and the gameplay design.

Split Keyboard

Split Keyboard : scroll to assemble

Hardware and Design

Eight years as an electronics tech on broadcast transmitters, and I never stopped building. I design in Fusion 360, then make it real with a 3D printer, a CNC, or a soldering iron.

Kollektiv 14 : Live set

Live Visuals

As PsyPhi I played visuals at festivals across Atlantic Canada, mapped stages, and built interactive installations people could play with. TouchDesigner, Resolume, and whatever cutting edge tech I could get my hands on.

Working with clients

I've worked directly with customers since 2008, and with enterprise customers since 2013. Plenty of people can do the technical work. What clients remember is that I listened, took their problem on as my own, and stayed with it until it was fixed.

If a customer follows my instructions wrong, that's my fault.

Some of my Nautel customers had to charter a helicopter to reach a transmitter site and report back. Instructions that only work most of the time aren't good enough out there, and I've written every doc and tutorial since with that in mind.

Then there's the project side, which mostly comes down to keeping clients in the loop and being straight with them about timelines until the job's done.

  1. 2008Technical supportOLS, then Teletech
  2. 2013Enterprise and internationalBroadcasters worldwide at Nautel
  3. 2021Creator tools100+ HoloSuite customers at Arcturus
  4. 2025Running a studioPartners, PR, and launch at Ballast Games

About

I'm Brendan Tipney, a technical designer and creative technologist in Nova Scotia, Canada. I like work that mixes code, real time graphics and physical things, and I like making tools that help other people do the same.

I'm one half of Ballast Games, where we shipped Cloudbreaker on Steam in September 2026. Before that I spent three years at Arcturus, first supporting the creators who used HoloSuite, then as a Technical Designer building XR games and demos with volumetric video.

Before that, eight years at Nautel as an electronics tech, testing, repairing, and supporting broadcast transmitters for customers all over the world. That job taught me to write instructions that work the first time.

I like fast feedback. When I change something I want to see the result right away, and I try to build tools that let other people work like that too.

Technical Design : XR, gameplay, interaction
Creator Tools : Editor UI, plugins, docs
Tech Art : Shaders, VFX, real time
Hardware : CAD, fabrication, electronics
Clients : Support, training, project management

Based in

Nova Scotia, Canada. Working remote.

Studio

Ballast Games

Tools

Unity, Godot, C#, GDScript, Shader Graph, GLSL, Houdini, TouchDesigner, Fusion 360

Open to

Remote roles in technical design, creator tools, and XR. Friendly emails always.