Game developer and software engineer with experience in graphics programming, optimisation, console porting, systems design, and team leadership.

Projects

Warhammer 40,000: Battlesector

Console and Graphics Programmer

  • Currently leading the programming team focusing on post-launch content.
  • Worked on the console port including optimizing shaders, optimizing CPU usage, gamepad systems, passing certification, multiplayer networking.
  • Bypassed Unity's built in render pipeline to reach target frame times for static scene geometry.

Self-Optimizing Rendering Engine

Honours Project

  • Built this proof-of-concept engine from scratch with C++, OpenGL, and GLEW.
  • The engine profiles itself and changes graphics settings dynamically to target a constant framerate.

FF8 ReRemastered

Games Art and Design Assignment

  • Remake of a Final Fantasy VIII battle scene in Unity HDRP.
  • Chosen to get hands on experience of artist tooling side of the render pipeline, after spending so long on the coding side.

Google Maps: Transit Commute

iOS Programming

  • Launched the Directions Today Widget and Transit Commute UI.
  • Used Objective-C, Apple and Google SDKs, and Xcode.

Monster1

Game Jam Project

  • A text adventure made in 2015 for Ludum Dare in Unity3D.
  • Retelling of Frankenstein with the player controlling a newly self-aware AI at the command line.
  • Probably more relevant today than when I made it.

Battlestar Galactica Renders

Games Art and Design Assignment

  • 3D modelled these ships while studying at Murdoch University.
  • Learned a lot about topology, lighting, and staging which has helped in supporting 3D artists.

They Come at Night

Game Jam Project

  • A Unity3D tower defence made for GMTK Game Jam 2020.
  • Ran our team as an informal bootcamp for two other programmers interested in learning Unity3D.