Creative Technologist · Dublin, Ireland

Gero Cordaro Designer · Developer · Problem-solver

I design and build interactive digital products, combining strong visual judgement with hands-on technical skill.

My Work

Featured: Interactive Unity Codex

THE SIXTH CHAIN · FULL WALKTHROUGH

The Sixth Chain: Codex

An in-world database interface built in Unity and C#, with tabbed navigation, a holographic art direction, and an animated world map created in Wonderdraft, cut out in Photoshop, and brought to life in Unity. A novel-scale worldbuilding project turned into a real, navigable product.

Built as my final-year project at Pulse College, where it earned its 90% grade. The coursework is done, but the project isn't: I'm still actively extending it.

The walkthrough above shows the full experience: it opens in a 3D cockpit in orbit, overlooking the planet the world takes place on along with its star and moons, then enters the codex through an animated transition and tours every section and feature.

90%Final grade
UNITYC#UI/UX INFORMATION ARCHITECTURE3D ANIMATION PHOTOSHOPWONDERDRAFT SOUND DESIGN

Development log

Excalidraw wireframes of every codex screen, linked together to map the user flow
1PLANNING

Before designing the Codex in Photoshop, I wireframed every screen in Excalidraw and linked them together to plan how a player would flow between factions, menus, and subcategories. The structure I sketched here is the one that shipped.

The codex background built up in six steps, from flat grey to the final layered blue
2BACKGROUND

The Codex background started as a flat grey canvas. A grunge texture gave it a worn, industrial surface, a dotted layer set to multiply added a digital feel, then exposure adjustments and a blue colour filter pushed it toward the cold, futuristic tone the whole interface sits on, with abstract layers on top for depth.

The Chain icon built step by step: stone slab, inset layer, glowing numeral, textured numeral, chains, and final glow
3ICON DESIGN

Every Chain icon was built up in stages: a traced diamond base with a darkened marble texture and bevel for depth, a second inset copy layered behind it, a numeral filled with a crackling lava mask, then chains wrapped over the top with rusty metal textures and glow passes.

The chains screen before post-processing, flat and bright, and after with the global volume applied
4GLOBAL VOLUME

Setting the UI canvas to Screen Space Camera meant the whole interface could be hit by Unity's Global Volume post-processing: bloom, vignette, chromatic aberration, and a subtle lens distortion. The same screen went from a flat menu to something that feels viewed through an actual device, and it changed the atmosphere of the entire Codex.

The original blue cursor and hand icons, with an arrow to the reworked white versions
5UX FEEDBACK

Feedback flagged that the blue cursor was disappearing into the blue-heavy interface. I switched it to white, then realised the navbar had the same problem and inverted its colour logic: selected items in white, inactive in blue. A small change that instantly made the whole interface easier to read.

The interactive world map with individually selectable provinces
6WORLD MAP

The world map began in Wonderdraft, then every province was manually cut out into its own asset with matching glow outlines. In Unity, each region got its own polygon collider and a script handling hover, selection, glow, and animation states, with the selected province pushed to the top of the render order so its highlight is never hidden behind a neighbouring region.

7PERFORMANCE

The first standalone build exposed frame drops the editor had hidden: scene-wide object searches firing on every map click and settings open. I replaced them with cached lookups that reset on scene load, plus a warm-up script that initialises the map's animators and audio before the first click, so the first interaction is as smooth as the hundredth.

The cockpit view with the star Helion glowing through the right window
83D & SHADERS

Bloom alone couldn't give Helion its halo: bloom is screen-space, so it favoured the closer planet and left the star looking tight. I wrote a custom shader for the core and corona, then added a large billboard glow quad behind the sun with an additive radial gradient. Helion got its huge warm halo in real 3D space, without contaminating the planet's lighting.

About

I'm a creative technologist working in the space where design meets engineering, where an idea becomes something you can click, play, or explore.

What sets me apart is that I don't stop at one half of the job. I can take an idea from the design side all the way through to a working build, and I don't call something finished until it looks right, feels right, and runs right. That standard comes from building things for myself long before anyone asked me to: games, tools, worlds, machines. When you build to your own bar, cutting corners stops being an option.

I pick things up fast and I learn by doing. Hand me a new engine, pipeline, or tool and I'll be productive in it within days, not weeks. I bring the same attitude to AI: I use Claude Code, Cursor, and other LLMs as part of my everyday workflow to move quicker, without ever lowering the bar on craft.

And I finish what I start. The Sixth Chain went from a blank page to a complete, working product because I scoped it, sequenced it, and saw it through to the end. That's the habit I bring to everything I make.

Career

Experience

SEP 2025 – PRESENT

Software Developer & Project Owner

Independent · Ireland

  • Planned and delivered a software project solo, from first concept to finished product: defining scope, sequencing the work, and delivering to deadline.
  • Designed and built The Sixth Chain, a fully interactive Unity/C# application that turns a large, interconnected body of information into a navigable, structured database. Owned every layer, from information architecture and UI/UX to visual design and build.
  • Built as my final-year project at Pulse College (graded 90%); actively extending it beyond the coursework.

JAN 2024 – JUN 2024

3D Modelling Intern

Museum of Science Fiction · United States (Remote)

  • Designed and optimised 3D assets for an interactive visual project, aimed at improving engagement and immersion.
  • Applied advanced texturing techniques for realism and visual consistency across a cohesive set of models.
  • Delivered modelling work on schedule within a shared production pipeline, adapting assets to feedback from a cross-functional team.

SEP 2019 – DEC 2022

Support-A-Creator Partner

Self-employed · Epic Games Support-A-Creator

  • Created and published digital content, building an audience of several thousand.
  • Converted 300+ of that audience into active supporters through a personal creator code.

JAN 2019 – PRESENT

Custom PC Builder

Freelance · Ireland

  • Built and configured custom PCs to client budgets, troubleshooting hardware compatibility and handling OS, driver, BIOS, and firmware setup.

Education

2023 – 2026

BA (Hons.) Creative Technologies & Digital Art

Pulse College

  • Coursework complete; graduating in 2026.
  • Accredited by Griffith College Dublin. Core focus: C# programming, Unity development, 3D modelling, texturing, and UI design.

2022 – 2023

Business Studies & French

Maynooth University

  • Foundation year in business, international markets, and French before transferring to Creative Technologies & Digital Art.

Let's build something worth clicking.

I'm open to opportunities, remote or on-site across the EU and Canada, with no sponsorship needed. If you've got a product, a prototype, or a problem, I'd love to hear about it.

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