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Projects

Organised in chronological order, most recent first


Unity Project
 

I am currently working on my own Unity project as a way to explore Data Oriented Design and Entity Component Systems with Unity’s Data Oriented Technology Stack.

To get a well rounded view of the engine I have been prototyping features with Mono Behaviours and Scriptable Objects. Once I am happy with a feature I design the DOTS implementation of it, both the component data and systems that act on that data.

I also want to gain some experience with Test Driven Development, so before implementing the systems I will create unit tests for them. Then implement the systems to pass those tests before refactoring them.

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Helldivers 2 Heart of Democracy Update
 

As part of Wushu Studios I helped ship the Heart of Democracy update for Helldivers 2.

My main focus was on gameplay and AI programming, I also touched on the UI and level generation.

This project was using C++ in the Autodesk Stingray engine, with my work also involving the use of Havok Physics and Navigation.

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Unreal Projects
 

During my time at Wushu Studios I worked on a number of Unreal Engine 5 projects ranging in size, genre and structure.
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The majority of my work was on gameplay and AI programming. Additionally I branched out quite significantly working on things like:

  • Extending the animation system with new nodes and features.

  • Supporting VFX artists in switching to Niagara’s Data Channels.

  • Assisting sound designers in creating a broad phase audio system for swarms of enemies.

  • Investigating the new Mass system, which is how I initially became interested in Entity Component Systems and Data Oriented Design.

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Fall Guys Creative Mode update
 

As part of Wushu Studios I worked on the Fall Guys Creative Mode Update, using C# in Unity.

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Star Citizen
 

At Cloud Imperium Games I worked on the multiplayer space simulation game Star Citizen, and its companion single player game Squadron 42.
 
Initially I was developing gameplay features and assisting the UI team. Then I joined the AI team to focus on ship AI, developing features like capital ship behaviours for in game events, and new flight patterns for ships of different sizes and roles. I also worked on more general AI systems, such as target selection and enemy accuracy.
 
This project used C++ in a heavily modified version of the Lumberyard engine.

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