Hello my name is Archie Andrews and I am a Senior Technician at Falmouth University Games Academy and welcome to my portfolio.
This is a home for my stuff, I like making things but rarely putting them out there. This site is an attempt to show off what I'm making at the moment. I'm mostly working on Game prototypes but I also do other things in my spare time like automation for gardening and tools.
I don't use social media so this is the place to get hold of me :D
C# • Git • Unity • Agile
archie@archieandrews.games View Resume
SLAVE KNIGHT GAEL - DEVOPS
A cinematic project I provided version control setup and support for.
For most of 2026 I looked after version control for a fan-made cinematic based on Dark Souls 3. The brief was for something a team of five could work on together, handling an Unreal project with lots of large art assets. My own goals were to keep costs as low as possible while preventing data loss.
The setup
In January I set up an Azure DevOps organisation to host the git repo. It wasn’t the perfect solution, but it was free for our five users, with a 250 GB repo limit that included LFS files. Managing it was simple, and getting the artists and animators onto the Fork git client made everything straightforward for them and for me.
Fork is what I use day to day for game engine work and beyond. In my opinion it’s the best git client out there: quick, stable, friendly for people who don’t know git well, and affordable ($59.99 for a lifetime licence, with a free evaluation). Not and ad I just really like this client!
Working with Jonjo, Sophie, Antonio, Tammy and Jean was a dream. I wrote some basic documentation for anyone new to git, then heard very little from them as they powered through their work, committing regularly to the repo.
Backups
I run my own Gitea server at home with plenty of storage for a project like this, and I did test it with a few people when I started looking at solutions. In the end I decided against it, because I needed the repo available 24/7, which I couldn’t guarantee with my Cornish home internet :( As a middle ground, I synced the repo to my Gitea server so I had a full copy with its history, and that copy went into my weekly off-site backup.
What I’d do next time
If I worked on a project like this again, I’d be keen to automate regular renders, so people like Jonjo could review changes without being at their workstation with the project pulled and open. I’m thinking a git workflow that renders shots at low resolution and frame rate on each commit, or at the end of the day for larger shots, with a manual trigger for a full-quality render. Depending on costs I would aim to keep the render server on cloud in order to scale quickly with the project. I'm going to play around with this on my home server but might need something a little faster than the 1050 in there at the moment.
It’s been great working with a team of professionals and watching this project develop over the months I was involved. Thank you again, Jonjo and co, for letting me play a small part in it!
PREFAB BRUSH+
In 2015 I created a tool to fill a need I had for a project. I wanted something that could scatter prefabs with random transform values across any collider surface. The tool I built for this would go on to become PrefabBrush+ which has since sold 3,845 copies as of December 2025.
read moreFALMOUTH UNIVERSITY
Since October 2019 I have been working as a technician at Falmouth university's Games Academy. At it's my role has been to support students and staff in use of games development tools like Unity and Git. I also help maintain facilities, equipment and the DevOps for the department which is made up o
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