I'm a software developer with over 5 years of experience designing, optimising and maintaining complex, high-performance systems for the games industry. My technical expertise spans low-level architecture, UI, data-driven systems and cross-platform integration using industry-standard frameworks.
I've been employed as a Gameplay Engineer - Grade II with Playground Games since 2024. Prior to this, I worked with Climax Studios from 2022 to 2024 and Feral Interactive for an engineering internship from 2020 to 2021.
I hold a Bachelor of Science in Computer Games (Software Development) with First Class Honours from Solent University, where I excelled in all modules. For my dissertation, I carried out the end-to-end development of the game Menace Labs, a 'Life Simulation Game Incorporating Director AI', which I successfully released on Steam.
Programming & Data
Core & Systems: C++ · C# · C · Java · Node.js
Scripting & Web: JavaScript · React · Lua · Python
Markup & Data: XAML · HTML · SQL
Engineering & Tools
Technical Skills: OOP · Memory Management · Code Reviews · Debugging & Profiling
Tools & DevOps: Azure DevOps · Jira · GitHub · Perforce · SVN · Visual Studio · Xcode · Visual Studio Code
Platforms: Windows · macOS · Linux · Xbox Series/One · PS5 · Android
Languages
English (Native) · French (B1)
- Used C# and C++ to engineer robust logic and developer tools that helped to optimise workflows and support multidisciplinary content creation.
- Authored technical and user-facing documentation to streamline workflows.
- Designed and maintained a bespoke testing tool that significantly accelerated QA pipelines and reduced development bottlenecks.
- Collaborated with AI, tools and gameplay departments to integrate systems within my team’s frameworks.
- Maintained the team’s ADO dashboard, regularly triaging bugs, updating queries and chasing up tickets.
- Developed hardware-specific features using platform APIs.
- Refactored graphics code and HLSL shaders to support desktop graphics on PS5 hardware.
- Debugged low-level issues to ensure platform compliance.
- Iterated development of UI systems such as context specific menus, dynamic tooltips and real-time elements.
- Independently refactored the codebase, resolving compiler, linker and rendering issues to support cross-platform development.
- Debugged low-level memory, compiler, and linker issues for porting from PC to MacOS and Linux platforms.
- Overhauled legacy UI to align with the remastered design specifications.
- Owned the AI engineering pipeline solo for 5 months leading up to release.
- Executed the SDLC end-to-end over 4 months.
- Authored a comprehensive TDD along with other important documents such as feasibility analysis and risk assessments.
- Engineered an adaptive, real-time AI system that adjusted based on user behaviour.
- Executed a rigorous testing process.
- Released the final product on Steam.
- Designed and implemented a bespoke rendering demo from the ground up.
- Led a 5 person sub-team within a multidisciplinary unit of 25, managing weekly task allocation, resource planning and QA.
- Co-developed dynamic UI architectures such as inventories and a localised dialogue system.
- Conducted routine code reviews.
- Compared different algorithmic approaches to designing a behaviour tree system.
- Led a small team in a collaborative group project, handling team alignment, task assignment and delivery timelines.
- Established and managed development workflows with project tracking software.
- Owned the version control strategy for the project.
- Designed and engineered a product prototype.
- Developed a bespoke arithmetic package to overcome numerical storage limitations.
- Made use of rapid prototyping to test, refine and polish a level design prototype to align with a design specification.
- Served as the sole programmer for a 3 person development team
- Acted as project manager organising agile development workflows and simple sprint tracking
- Collaborated in a 2 person engineering team to design, build and deploy a prototype within a single day.
- Focused on the delivery of an MVP.
- Developed a proof of concept application within 2 days in a 2 person engineering team.
- Utilised Unity engine's 2D physics architectures.
- Owned the asset pipeline and UI development.
- Won first place in a game jam for a co-op game made in an afternoon by a 2 person team where I was the solo engineer.
- Collaborated in a 5 person team to build a functional prototype within 2 days.
- Supported unique input hardware.
- Owned the animation development pipeline.
- A solo development project resulting in my first product made using the Unity engine.