What I can't share yet
A game with SMG Studio
An ambitious solo project
Deep understanding of .NET Optimisation and Unity3D Technology (IL2CPP, SRP, ECS)
Creating GLSL shaders and Compute Shaders, as well as using node based editors.
AI Programming for use in gameplay pathfinding and behaviour
Aggregating Feedback and Research to create informed decisions
Machine Learning for content development and processing large datasets
Emphasising User Experience through micro-interactions and animation
A passion for best practices and maintainable architecture
A focus on empathetic communication and design
Aggregating Feedback and Research to create informed designs
Design solutions educated by a deep understanding of technical production
Stanley Parable: Ultra Deluxe
Markiplier
Within VR
WIRED
Calamari Kid
Touch Arcade
Crows Crows Crows, based in Berlin. I worked remotely during COVID and visited the incredibly talented people behind this project when I could.
The Stanley Parable is a BAFTA award winning first person adventure game. When a simple-minded individual named Stanley discovers that the co-workers in his office have mysteriously vanished, he sets off to find answers. You will play as Stanley, and you will not play as Stanley. You will make a choice, and you will have your choices taken from you. The game will end, the game will never end. Contradiction follows contradiction, the rules of how games should work are broken, then broken again. You are not here to win. The Stanley Parable is a game that plays you.
Not quite! It's just me toiling away in Unity, however, development is supported by an incredible community on Twitch lead by Cody Hargreaves, who commissions members to contribute art and data.
A deathly experience of the Excessive Profanity broadcast.
Executioners are on the hunt to amass a headcount of trolls by nominating them for execution. All executed are forever immortalised with their last words in this virtual graveyard.
Built in Unity3D, I used TwitchLib for documented Twitch API's, WebSockets for everything else. HDRP and Cinemachine for rendering and sequencing. Google Apps API for no-fuss data and configuration management.
Just a few of us in a small studio within Melbourne lead by Ken Wong.
A mindful design game, about humans and their space.
Built in Unity3D with the best practices championed by an excellent technical lead, Addressable Assets for tight memory management, ReWired for input management, Objective-C for deep OS services integration and device features (such as Apple's Haptic Engine), Figma for prototyping the User Experience, as well as bunch of elbow grease to simultaneously launch on console, mobile and desktop platforms.
Just an incredible artist and I.
This was the first game I self published!
A novel arcade treasure hunting mobile game. Traverse the ocean with original music, hundreds of levels, power-ups and enemies.
Featured by the Apple in the 2019 App Store selections
Built atop of Unity3D, I used Flatbuffers for resilient data serialisation, Native Objective-C for utilisation of device specific features, UGUI for User Interface scripting, TexturePacker for efficient sprite sheets and memory management, Post Processing v2 for visual fidelity, Google Sheets API for real-time localisation patching and configuration management. I heavily extended the Unity Editor so we were able to quickly iterate levels and build out a width breadth of content.
I've been creating commercial products, helping teams bring their ideas to life.
A game with SMG Studio
An ambitious solo project
These are some of my interests