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Henry Jones
Henry Jones

Henry Jones

Full-stack software engineer

I love building things. Over eight years I've shipped web apps, APIs and cloud platforms in larger teams and small start-ups, using whatever the job needs: React, Next.js and TypeScript on the front end, .NET Core, AWS and Azure on the back end, and Unity for games on Android, iOS and VR. I've led cross-functional teams and architected platforms from the ground up. Most recently I designed, built and launched GarageActive, a SaaS product for UK garages.

8+ years
Shipping web apps and APIs
Founder
of Hypertonic Games
Ex-Lead Developer
at Rescape Innovation (Med-tech Start-up)
First Class
BSc Computing & Games Dev

Featured project

I've launched my own SaaS product

GarageActive is my most ambitious project yet: product design, front end, back end, payments and launch.

GarageActive day schedule showing jobs across three workshop bays, colour-coded by status

Garage management software for UK workshops

An all-in-one platform for independent garages: scheduling, vehicle and MOT lookup, digital inspections and invoicing. I designed, built and launched it.

  • Schedule views across bays and mechanics for day, week and month
  • Vehicle and MOT lookup via the DVSA API
  • Photo and video inspection reports shared with customers by email
  • Automated MOT reminders by email and SMS
  • One-click invoicing
  • Automated booking confirmation emails
  • Stripe-powered payments

Tech stack

  • Next.js
  • React
  • TypeScript
  • Tailwind CSS
  • shadcn/ui
  • Supabase
  • PostgreSQL
  • Vercel
  • Cloudflare R2
  • Bunny.net
  • Sentry
  • Stripe
  • Resend
  • PureSMS

Developer tools

Unity tools that other developers build with

Three tools I've designed, built, documented and published on the Unity Asset Store, used by developers to build placement mechanics into their own games and apps.

Ultimate Socket System

A Unity toolkit for snapping objects into sockets, with placement previews, highlighting, stacking and rules for what can go where. Item placement in Honey & Hives is built on it.

Asset Store rating
5 ★
Favourites
105
  1. 01

    Works with any XR framework

    Ships with ready-made adapters for six popular XR frameworks and mouse input. Developers on any other framework can add their own by implementing a single, small interface.

  2. 02

    Extend it without editing it

    Placement rules, highlighters and stack transitions are all interfaces. Developers can add their own, and the editor picks up each new class automatically, ready to configure in the inspector.

  3. 03

    Set up in the editor, not in code

    Tabbed custom inspectors, a pose-and-save workflow for placement positions and play-mode test buttons mean most set-up needs no code at all.

How it plugs in

The core never references an XR SDK. Each framework gets one small adapter that implements IGrabbableItem, so supporting a new framework never touches the core.

Adapters

  • XR Interaction Toolkit71
  • Meta XR49
  • Auto Hand66
  • VRIF28
  • Hurricane VR58
  • Ultimate XR29
  • Mouse (non-XR)41

One interface

public interface IGrabbableItem
{
    event IGrabbableItemEvent OnGrabbed;
    event IGrabbableItemEvent OnReleased;

    void Enable();
    void Disable();
    bool IsGrabbing();
    void HandleRemovedFromSocket(
        Socket socket,
        PlaceableItem placeableItem);
}

Socket core

Zero XR dependencies

3,000+ lines of C#

  • Placement rules
  • Highlighters
  • Previews
  • Stacking
  • Placement poses
  • Transitions

Grid Placement System

Let players place objects onto a grid at runtime

Runtime grid placement with paint mode, saving and loading, touch input, custom validation and grids of up to 100 million cells. Ships with 12 demo scenes.

From 17 reviews
5 ★
Favourites
374

Component Stripper

Free

Remove unwanted components from GameObjects in the Unity editor

Instantly strip components off an object including nested children. Ideal for complex objects that you need to clean up. You can choose specific components to be persisted or removed.

On the Asset Store
Free

Games & XR

I develop games too

Hypertonic Games (opens in a new tab) is my own studio. Since 2020 I've designed, built and released games end to end, on Meta Quest, iOS and Android.

Honey & Hives

5.0 ★ on the Meta storeMeta Quest 3 / 3S
Meta Quest store (opens in a new tab)

Honey & Hives is a relaxing VR beekeeping simulator for Meta Quest 3 and 3S. Players plant flowers to feed their bees, look after their colonies, then harvest, extract, bottle and sell their honey to locals, reinvesting the profits to renovate and customise their apiary.

Tech stack

  • Unity 6
  • C#
  • DOTS / ECS
  • URP
  • OpenXR
  • Meta XR SDK
  • Blender
  • Photoshop

Technical highlights

  • 10,000

    bees simulated at once on a standalone Meta Quest 3

    The Quest 3 is essentially a mobile device, with no PC doing the work. Built with Unity DOTS (ECS) and Burst.

  • Real-time

    lip-syncing on a standalone Meta Quest

    Driven by my own character animation system.

  • Integrated

    my existing Unity tools into this project

    My Grid Placement System handles laying out the apiary, and my Ultimate Socket System powers every item interaction, from hive frames to the wrist map.

The core loop

  1. 01Plant

    Players plant flowers to give their bees nectar.

  2. 02Tend

    Each colony needs care and regular health checks.

  3. 03Dewax

    Wax caps are sliced off the honeycomb frames.

  4. 04Extract

    A hand-cranked extractor spins out the honey.

  5. 05Bottle

    Jars are filled with the freshly extracted honey.

  6. 06Sell

    Honey sells to locals to grow the beekeeping business.

Experience

8+ years shipping software

    • Founder

      – Present

    Hypertonic Games (opens in a new tab)

    Full-time since 2025

    • Designed, built and launched GarageActive, a SaaS for independent garages covering bookings, vehicle and MOT lookup, inspections and invoicing.
    • Released Honey & Hives on Meta Quest, Idle Farmyard on iOS and Android, and three tools on the Unity Asset Store.
    • Lead Developer

      –

    • Developer

      –

    Rescape Innovation

    • Built multi-user VR medical training simulations in Unity and ran client demos.
    • Architected and built the entire serverless backend for a medical training platform on AWS, as infrastructure as code.
    • Led a cross-functional team of junior developers and freelancers, and defined the coding standards the team adopted.
    • Built a working prototype in 6 weeks for an SBRI competition, and won.
    • Built AI models for R&D: data-collection apps, TensorFlow training in the cloud, deployment to serverless and VR.
    • Built multi-user VR medical training simulations in Unity and ran client demos.
    • Software Engineer

      –

    Medigold Health

    • Built .NET Core microservice APIs and their Vue micro front-ends.
    • Designed .NET Core middleware that spun up local replica databases per microservice, giving every developer their own environment.
    • Set up CI/CD pipelines automating deployment and hosting on Azure.
    • Led daily stand-ups, sprint planning and estimation, and ran Three Amigos sessions to align development, testing and the business.
    • Junior Software Developer (Industry Placement)

      –

    Imass Group

    • Prototyped a therapeutic mobile app built with Xamarin which used a REST API to connect to an SQL database hosted on Azure.
    • I provided new features and support for the in-house software use by staff and clients. Primarily using VB.Net and SQL.

Education

BSc (Hons) Computing & Games Development

First Class Honours, University of Plymouth

–

Contact

I'm looking for my next role

I'm open to full-time or contract software engineering work. Email is the quickest way to reach me.