Andreas Mcgrail is an experienced IT Architect with nine years focused on enterprise and application architecture, currently shaping transportation systems at Rejsekort & Rejseplan in Copenhagen. He has a strong track record across public and private sectors—leading architecture at 3Shape and Slots- og Kulturstyrelsen and managing critical applications at Falck and PensionDanmark. Hands-on by background, Andreas pairs strategic architecture with practical implementation, evidenced by full-stack contributions to high-profile Unity repositories (Graphics and Universal Rendering Examples) where he fixed shader and UI issues and implemented NavMesh-based behaviors. He bridges technical depth and stakeholder-facing delivery, comfortable translating complex system requirements into maintainable, production-ready solutions. Colleagues value his blend of pragmatic problem solving and long-term architectural vision.
9 years of coding experience
25 years of employment as a software developer
Danish, English, Swedish, Norwegian, German, French
Contributions:8 reviews, 372 commits, 82 PRs in 4 years 9 months
Contributions summary:Andreas's commits focused on modifying the user interface elements within the project. The changes involved adjusting fonts and font sizes, aligning the text elements, and potentially implementing dynamic resizing. The user also made changes to UI element states, indicating a focus on improving the visual feedback of the UI elements.
This project contains a collection of Custom Renderer examples. This will be updated as we refine the feature and add more options.
Role in this project:
Full-stack Developer
Contributions:2 reviews, 51 commits, 18 pushes in 1 year
Contributions summary:Andreas implemented and integrated NavMeshComponents into the project, suggesting the development of core gameplay features related to pathfinding and navigation. They also added basic random movement to a NavMeshAgent, demonstrating further work on character AI and movement behavior within the game environment. Furthermore, the user updated the scene's serialisation and included a crystal material, likely indicating adjustments to the game's visual elements and asset management. These contributions span core functionalities and object management within the Unity project.
refineandroidshadergraphcustom-rendererkotlin
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Andreas Mcgrail - IT Arkitekt at Rejsekort & Rejseplan A/S