Programmer - Oct 2024-Ongoing


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Worked in a proprietary engine picking up new coding patterns and a new language (TypeScript), onboarding seamlessly and delivering features rapidly, becoming a key development asset in the team.
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Delivered a wide variety of large UI features and systems liaising with design very closely to implement them as per the client's specifications. This includes entire screens and UI elements implemented autonomously.
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Delivered multiple gameplay features and feedback iterations.
Programmer - Jan 2024-July 2024
Bulkhead - Wardogs

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As part of the Core Tech team, worked on several features such as additions to UGS in C# and working on custom tooling in C++
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As part of the UI team, worked on different UI features such as: creating several event based feeds, implementing new settings and refactoring settings behaviour in general, as well as working on several map and minimap based features such as variable zoom
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Worked closely with design to iterate on UI features and integrate design feedback.
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Used an understanding of the view model and widget design pattern in UE5 to develop various UI features.
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Leveraged design friendly data assets and string tables to allow for easy iteration and localisation.
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Integrated UI features with various gameplay systems and components so that networked data already replicated to clients could be used in client only UI.
Gameplay Programmer - Jan 2021-Jan 2024
Splash Damage - Transformers Reactivate

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Running weekly performance analysis for server and client and investigating any CPU, Memory, or Bandwidth issues, then working with different disciplines to get these issues bugged and in progress.
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Working on server bandwidth optimisations, requiring a good knowledge of the Unreal Engine multiplayer programming concepts (changing game logic to avoid unnecessary/excessive replicated actors/variables or RPC calls, net dormancy, relevancy, net update frequency, and custom NetSerialize functions to compress replicated data).
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Working on client CPU optimisations, requiring a good knowledge of C++ / core Unreal Engine gameplay concepts (reducing overlaps, avoiding excessive raycasts, minimizing ticks etc).
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Working on complex multiplayer related gameplay functionality bugs from different systems / areas of discipline.
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Implementing several modifications to the Unreal Insights tool to support performance analysis, along with creating a command line version to analyze traces and produce data faster without a GUI and by running some processing in parallel.
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Fully implementing a feature leveraging the Unreal Engine replay system and server recorded replays. This involved fixing several complex multiplayer related issues with conditional shipping gated logic. This also involved liaising with non technical teams to gather requirements/priorities for the feature.
Covert Operations (UE4)
Final year project for university, made in Unreal Engine 4 using blueprint coding in combination with the blackboard and behaviour tree system. The aim was to make a compelling AI enemy that navigates between cover to flank the player, retreat, and advance based on different conditions:
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AI Director blueprint that has various public functions to provide information needed by each enemy to perform their behaviour. (Locating cover objects of each type, checking enemy states, etc).
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Utilizes Unreal's behaviour tree and blackboard system to control each enemy's behaviour.
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FPS mechanics such as raycast shooting, a weapons system, and game state control.


An endless survival game made in Unity, fully published to the Play Store. All sound, art, and programming was done myself, with some of the main mechanics being:
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A progression control system that makes the game get progressively harder as time goes on, this is all balanced so the game is neither too hard, nor too easy.
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General mechanics such as collisions, movement, game state control.
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The integration of Unity Ads, and Google Play Services for the leaderboard, as well as making sure this works with local systems.
A third person cover system that aims to allow the player more freedom to exit/enter cover dynamically. Players can shoot at enemies below, above, and behind them without losing the advantage of their cover. A mixture of C++ and blueprints have been used to make the following:
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A dynamic cover system that allows users to orbit the cover they are in, move to new covers, and pop out when line of sight is broken.
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An enemy AI that traverses the same covers, and responds to player action.
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A solid set of gameplay controls that work with the cover system to create a good overall experience.


An Isolated Incident (Unity) (WIP)
Isolated Incident currently in development, Isolated Incident is a top down, puzzle action game. For this, I have produced the following:
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AI enemies, with unique behaviour (Snipers, Armed Guards, Heavy Shotgunners, etc).
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A physics based character controller, in conjunction with stealth mechanics.
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A number of different traps that vary in function (Sound traps, falling traps, reflections traps).
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User controlled trap placement system.
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Save states and progression system.
Blood Ascent (HTC VIVE / UE4)
Blood ascent is a VR, vampire combat game, made as a part of my course for University. Working as a games programmer and team lead on this project I worked on the following:
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Combat mechanics (grabbing and biting NPCs).
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AI (behaviour trees for melee and ranged enemies).
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NPC ragdoll mechanics.
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Tracking and scheduling the teams' work.

Shape Escape (Available on the google play store) is a mobile puzzle game, made as a part of my course for University. Players rotate the phone to move the ball to the goal whilst avoiding different obstacles. Working as a games programmer within a team, I worked on the following:
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The touch screen flicking mechanics.
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Collision logic.
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Splitting mechanic, generating dynamic physics objects.

Prop Pursuit (Unity Online Game Using Photon PUN)
Prop Pursuit is an online multiplayer, hide and seek style game. Working as a games programmer within a team, I worked on the following:
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The shape shifting mechanic for the hiders.
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The hunter's shooting and dealing damage to hiders.
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Using Photon's RPC functions to make sure events were synced between all players.

Downloadable Link to My CV Here