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Game Programmer
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.
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.
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:
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Extending the animation system with new nodes and features.
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Supporting VFX artists in switching to Niagara’s Data Channels.
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Assisting sound designers in creating a broad phase audio system for swarms of enemies.
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Investigating the new Mass system, which is how I initially became interested in Entity Component Systems and Data Oriented Design.
Fall Guys Creative Mode update
As part of Wushu Studios I worked on the Fall Guys Creative Mode Update, using C# in Unity.
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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