Portfolio
This page details any significant projects which I've worked on. Feel free to browse through the individual pages (where available) by clicking on their titles.
Star Trek: Fleet Command - DIGIT Game Studios (August 2015 to Current)
I’m currently employed by DIGIT as a Senior Game Client Developer working on Star Trek: Fleet Command (iOS and Android). I’ve been here since before the start of the project and have worked across the board implementing core tech, tools, UI, and gameplay logic. Development takes place in Unity with Git for source control.
Shardlite - Personal
Shardlite is another personal project of mine in which I am (much like SimEngine) attempting to make a small game engine for my own needs. It is written in C++ and currently uses OpenGL for rendering, SDL for input and window creation, and a few other small libraries for various things.
I started Shardlite because I felt that my inexperience had left SimEngine in a bit of a morass, and I wanted to start fresh with a brand new project. I plan to use it for building low level engine stuff, but also for making my own game projects.
FRZ: Freeracing Zero - Sixminute (March 2015 to June 2015)
During my employment at Sixminute I worked on FRZ, a top down 2D racing game, available now on both iOS and Android. I have worked on a range of features on systems across the project, including but not limited to: Particle and shader effects, UI, level building tools, and gameplay. Development for this game took place using Unity and we used Git for our source control.
SimEngine - Personal
SimEngine is a personal project of mine in which I build a small, functional, crossplatform game engine. It is written in C++ using OpenGL and a variety of other small libraries. SimEngine was started as a way to practise low level coding as well as aiding my architectural skills.
Moshi Monsters Village - Tag Games (October 2013 to October 2014)
I was employed by Tag Games mainly to work on Moshi Monsters Village - a free to play city building game for iOS, Android, and Kindle. During my time there I worked on a large variety of systems within the game - including but not limited to general gameplay, UI, audio, and tutorial systems. Development took place in C++, with a small amount of Python scripting.
Two Remaining Souls - Dare to be Digital 2013 (10 June 2013 to 10 August 2013)
With a team of five people I competed in the 2013 Dare to be Digital competition. We entered with our game, Two Remaining Souls, which is a two player co-op action tower defence built using the Unreal Development Kit (UDK) where one player controls the towers from a top down view while the other pummels enemies directly in a third person action game. Development was conducted in Epic's proprietary Unrealscript language.
Star Trek: Fleet Command - DIGIT Game Studios (August 2015 to Current)
I’m currently employed by DIGIT as a Senior Game Client Developer working on Star Trek: Fleet Command (iOS and Android). I’ve been here since before the start of the project and have worked across the board implementing core tech, tools, UI, and gameplay logic. Development takes place in Unity with Git for source control.
Shardlite - Personal
Shardlite is another personal project of mine in which I am (much like SimEngine) attempting to make a small game engine for my own needs. It is written in C++ and currently uses OpenGL for rendering, SDL for input and window creation, and a few other small libraries for various things.
I started Shardlite because I felt that my inexperience had left SimEngine in a bit of a morass, and I wanted to start fresh with a brand new project. I plan to use it for building low level engine stuff, but also for making my own game projects.
FRZ: Freeracing Zero - Sixminute (March 2015 to June 2015)
During my employment at Sixminute I worked on FRZ, a top down 2D racing game, available now on both iOS and Android. I have worked on a range of features on systems across the project, including but not limited to: Particle and shader effects, UI, level building tools, and gameplay. Development for this game took place using Unity and we used Git for our source control.
SimEngine - Personal
SimEngine is a personal project of mine in which I build a small, functional, crossplatform game engine. It is written in C++ using OpenGL and a variety of other small libraries. SimEngine was started as a way to practise low level coding as well as aiding my architectural skills.
Moshi Monsters Village - Tag Games (October 2013 to October 2014)
I was employed by Tag Games mainly to work on Moshi Monsters Village - a free to play city building game for iOS, Android, and Kindle. During my time there I worked on a large variety of systems within the game - including but not limited to general gameplay, UI, audio, and tutorial systems. Development took place in C++, with a small amount of Python scripting.
Two Remaining Souls - Dare to be Digital 2013 (10 June 2013 to 10 August 2013)
With a team of five people I competed in the 2013 Dare to be Digital competition. We entered with our game, Two Remaining Souls, which is a two player co-op action tower defence built using the Unreal Development Kit (UDK) where one player controls the towers from a top down view while the other pummels enemies directly in a third person action game. Development was conducted in Epic's proprietary Unrealscript language.