James Mccafferty is a Staff Software Engineer with a decade of experience building R&D systems at Unity, focused on AI-powered in‑Editor assistance, multiplayer editing, runtime USD, and WebGL to accelerate creative workflows. He thrives in fast-changing, ambiguous environments and is deeply fluent in C#, shipping production-ready prototypes that derisk experimental technology. His background spans AR medical training at CAE, embedded IoT and cloud integrations, and full‑stack tooling—giving him a rare cross-domain fluency from microcontrollers to large editor architectures. At Unity he’s been instrumental in integrating LLM-backed tooling into the editor and exploring microservice and web-to-Unity interactions for WebGL. Known as a pragmatic engineer-lead, he pairs hands-on development with documentation, pipelines, and processes that boost team velocity. Based in Mountain View, he blends creative arts training with software engineering, which informs his focus on tooling that empowers creators.
10 years of coding experience
8 years of employment as a software developer
DEC Creative Arts, DEC Creative Arts at CEGEP - John Abbott College
Bachelor of Arts (B.A.) Software Engineering and Psychology, Bachelor of Arts (B.A.) Software Engineering and Psychology at McGill University
Centralized patterns and reusable elements that uses Unity UI.
Contributions:70 commits, 6 PRs, 53 pushes in 1 year
elementsunitypatternscentralizedunity3d
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James Mccafferty - Staff Software Engineer at Unity