Open to opportunities · onsite / hybrid / remote

Ashley Douglas

// Games Software Engineer · GameMaker / GML · Dundee, Scotland

I've spent over three years at GameMaker and Opera, shipping official GameMaker templates, the GameMaker 25th Anniversary game on Steam and GX.games, and leading browser games for Opera GX campaigns. My work covers gameplay, VFX, lighting, 3D tools and getting builds out the door.

Playable builds

Games you can play right now

Most of these run in the browser on GX.games. GM25 is also on Steam, and the Opera GX mods and live wallpapers install from the GX Store. Most of this work was done at GameMaker and Opera, alongside artists, designers, QA and marketing.

Maximum Load cover art Opera GX campaign

Maximum Load

GX.games · Feb 2026 · Lead developer · “Your Setup Wants GX” campaign

A browser game for Opera GX's PC Man campaign. As lead developer I overhauled and balanced the minigames and built the live leaderboards, dialogue boxes, a face controller for story sequences, VFX, audio and in-game video.

GX Geo Gym Mega Pack cover art Opera GX × GeoGuessr

GX Geo Gym Mega Pack

GX.games · 2026 · Lead developer & producer · GX × GeoGuessr campaign

Fitness minigames (boxing, bike, treadmill, kettlebell) for the GX × GeoGuessr campaign, with leaderboard tracking, launch parameters and event inputs. I led development and handled producer duties with the external parties. It was shown live at a booth at the GeoGuessr World Finals in Berlin.

MSI mod for Opera GX cover art Opera GX mod

MSI Mod for Opera GX

GX Store · 2023 – 2024 · 1.2 million downloads

The official MSI mod for Opera GX. I was the main developer of its idle-clicker game strip, a small idle game that runs inside the browser, with dragons, coin merging, an auto clicker, saves, particle VFX, sequences, a tutorial and tooltips, and I balanced it. I also contributed to the live wallpaper and packaged the final mod release.

Endless Runner template cover art, Chicken Run GameMaker template

Endless Runner

Official template · 2024 – 2026

One of my best templates. It's an endless runner starring a chicken hero, built in both GML Code and GML Visual. I worked on it from 2024 onwards, through post-release fixes and the update for GameMaker's new runtime (GMRT).

GameMaker 25th Anniversary cover art Release

GameMaker 25th Anniversary

Steam & GX.games · Nov 2024 · main programmer

An office-management game celebrating 25 years of GameMaker. I started the project and was its main programmer, building the core systems: worker AI with queues, pathfinding and needs, hazards and bugs, productivity, buffs and an item shop, a day/night cycle, the tutorial, minigame flow, saves, audio and a camera that copes with ultrawide screens.

I wrote the tech spec, owned source control and builds, and integrated Steamworks with achievements and Steam staging, producing daily builds on three platforms over the final two weeks. When some platforms dropped below 10 FPS late on, I fixed it with advice from graphics colleagues, using surface management, dynamic resolution scaling and texture groups. After launch I shipped the 1.1 patch, wrote the design and code documentation, and prepared the source for its public release as a GameMaker template.

Cover Assault template cover art GameMaker template

Cover Assault

Official template · 2025

I built the VFX system and camera-based particle scaling (credited in GameMaker's launch blog), worked on perspective changes, and caught last-minute engine-release issues before launch.

Twin Stick Shooter template cover art GameMaker template

Twin Stick Shooter

Official template · lead / sole programmer

A twin-stick shooter template for the GameMaker IDE. I was the lead and only programmer, working with art and QA through release and later updates.

Scrolling Shooter template cover art GameMaker template

Scrolling Shooter

Official template · 2024

A vertical SHMUP template for the GameMaker IDE. I was a programmer on it with the content team and acted on community feedback after release.

Tower Defense template cover art GameMaker template

Tower Defense

Official template

A tower defense template for the GameMaker IDE. I worked on it as a programmer and kept it maintained as the engine changed.

Puzzle Slider template cover art GameMaker template

Puzzle Slider

Official template · 2023

A sliding puzzle template for the GameMaker IDE, and one of my first projects on the content team.

Behind the scenes

Runtimes, tools, R&D and prefabs

Work that doesn't have a public play link: runner features and GMRT compatibility, 3D tools for GameMaker's new runtime, R&D prototypes, and reusable prefabs for GameMaker developers.

Content Asset System

Oct 2026 · 3D assets & 3D particle systems

  • An in-engine tool I designed and built so the content team can create and prepare 3D assets and 3D particle systems for any 3D project in GameMaker.
  • 3D assets: GLB import with validation checks, a 3D viewport, content browser and hierarchy, material and material-instance editing on meshes, and GLB export that bakes the edits back in using standard glTF material extensions.
  • 3D particle systems: a particle editor supporting billboard particles and 3D mesh emitters.
  • Started with research into how game engines handle 3D asset pipelines and a design doc; a companion Blender add-on exports assets straight into the system.

GM3D / GMRT explorations

2026 · GameMaker's new runtime & 3D API

  • 3D viewer and scene editor: a glTF importer with shaders, a lighting panel, scale and transform tools, a material editor and a shader tool, plus a forest test scene.
  • GM3D Level Editor: props, lights, physics, behaviours, save/load, a light editor and component adder.
  • Blender Python add-ons that clean and export scenes to GM3D as glTF/GLB with a versioned scene schema, plus scrolling-UV support and mixed-texture baking.
  • Fixed an exporter bottleneck on a scene with about 3,000 instances: per-tile exports went from ~177 s to 0.5 s and the full scene from hours to 19 s.
  • Ported the 3D Character prefab to GMRT, adding animation and particle effects.

GameMaker runtimes

2025 – 2026 · GMS2 runner & GMRT

  • GMRT compatibility: as GameMaker's new runtime was released, I made sure our template games built in GMS2 also ran on GMRT.
  • Ported projects including Endless Runner, Match 3 and One Shot Blaster, with fixes and workarounds for room loading, layers, sequences, surface copies and effects.
  • Tested GMRT builds, filed bug reports and contributed code to GMRT.
  • GMS2 runner (C++): added the GML functions layer_sequence_alpha() and layer_sequence_blend(), now shipped in GameMaker.
  • Worked with the runner team on dynamic texture groups and dynamic particle emitters.

R&D prototypes

2025 – 2026 · internal

  • GXRed nanogames: quick games whose properties were driven by AI chat, with swipe, gyro and microphone input, quiz interludes and Planet Pool.
  • Game Show Set: 3D avatar cards built with BBMOD, which import Blender scenes and camera paths and use optimised material shaders you can edit live.
  • Platformer Prefab Kit / Gjalda: lighting for large moving scenes and player movement feel, with Opera's Sweden R&D team.
  • One Shot Blaster: lighting, chromatic aberration, screenshake, decals, flying enemies, rocket jumps, and AI-generated stickers made with Claude.

GameMaker prefabs

Reusable building blocks for GameMaker devs

  • Input / Action Manager: keyboard, mouse and gamepad, with device detection for Xbox, PlayStation, Nintendo, Steam and Apple controllers.
  • Dialogue: no-code animated dialogue with reveal modes, a focus system and chaining.
  • Library Zoo: a runtime sprite viewer in 2D and billboarded 3D, with a ruler, grid and debug overlays.

Shipping & team

How I work

  • Repo ownership, merges, build reviews, Steamworks and Steam staging, and GX.games releases.
  • Opera GX live wallpapers and mods (seasonal, MSI, GM25 with metrics), plus internal guides so others can build them.
  • Led Opera GX campaign games and handled producer duties with external partners.
  • Mentored two summer interns and taught colleagues the prefab workflow.

Experience

Where I've been

  1. Aug 2023 – Present

    Software Engineer · GameMaker

    Content team. I joined as an intern and moved up through Junior Software Engineer to Software Engineer. My work there covers official templates, GameMaker 25th Anniversary, Cover Assault, the official MSI Opera GX mod and seasonal live wallpapers, lead on Opera GX campaign games (Maximum Load, GX Geo Gym), R&D prototypes, GMRT compatibility and GMS2 runner features, GM3D/GMRT explorations, the Content Asset System and prefabs.

  2. Jun 2017 – Apr 2023

    Bar Supervisor · Ye Old Inn

    Pub operations from the bar to senior management duties, through the COVID-19 pandemic.

  3. 2015 – 2019

    BSc (Hons) Computer Games Applications Development (2:1) · Abertay University

  4. 2013 – 2015

    HND Computer Games Development (A) · Edinburgh College

Toolkit

Skills

Engines & code

  • GameMaker
  • GML Code
  • GML Visual
  • GMRT
  • GM3D
  • BBMOD
  • C++
  • C# / .NET
  • Unity
  • Unreal Engine

Graphics & VFX

  • Shaders
  • Lighting
  • Particles
  • Decals
  • Screenshake
  • Post-processing
  • OpenGL
  • DirectX

Tools & pipelines

  • In-engine editors
  • Blender Python
  • glTF / GLB
  • Prefabs
  • Windows tools

Shipping

  • Git / GitHub
  • GitKraken
  • Build reviews
  • Steamworks
  • GX.games
  • Opera GX mods
  • Live wallpapers

Team

  • Tech specs
  • Producing with external partners
  • monday.com
  • Jira
  • QA collaboration
  • Documentation
  • Mentoring
  • Claude Code
  • Game jams

Contact

Let's make something

I'm open to games programming roles: gameplay, tools, VFX or engine-facing work, onsite, hybrid or remote. The quickest way to reach me is email.