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So you're building a
I can help

Where?

Everywhere

How?

Team?

SMG Studio, Fictions, and LEGO all came together to pull this off.

What is it?

An ode to Mario Party built different.
Available on Switch, PC, Xbox and PS5.

How was it made?

Unity3D as the underlying engine, with a lot of bespoke solutions; this project was not simple to build. First you need to build all the levels out of LEGO, and we did!

We have Australia's Master LEGO Builders, designing in LEGO BrickLink Studio piecing together hundreds of thousands of individual bricks.

Photon Fusion is used to help with networking and FMOD for audio. Each minigame and zone was tested everyday with a new build, and while we were all completely remote, we played as if we were in the same room.

This project had me across the games design, platform integrations, technical art, audio engineering, optimisation, tooling, and system development.

During this period, we came to many remarkable solutions. Our bespoke Face Animation and lip-sync pipeline utilising Machine Learning, automated systems with deep integration into our team services, and the Brick Asset Pipeline 2.0 - a completely custom asset pipeline to handle our absolutely incredibly complex environments with years of improvements.

How was Sean to work with?

Considered and meticulous developer. Can think of and whip up complex systems. Broad exposure to all facets of the project. Good Attitude and keen to help. Clear communicator.

Mark Fennell - Director at SMG

Where?

How?

Team?

Crows Crows Crows, based in Berlin. I worked remotely during COVID and visited the incredibly talented people behind this project when I could.

What is it?

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.

Should I hire Sean?

Sean O'Dowd has enriched my life and my business tremendously. He is not a rockstar engineer, but he enabled me to create some of my best work. His optimism and great spirit, layered on-top of a bedrock of excellent technical knowledge leaves him as one of the best employees I've ever had. Please do not hire him as I want to get him back!

William Pugh - Founder of Crows Crows Crows

Where?

How?

Team?

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.

What is it?

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.

How was it made?

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.

And he works remotely?

Working with anyone in an online environment can be challenging, as many have discovered first hand in the recent wake of COVID19, but Sean makes it effortless by somehow being both available at a moment's notice for matters that require fast, immediate attention, and simultaneously and poignantly aware of the need to maintain a structured and disciplined schedule to ensure that the core workload of a project can be completed to the highest standard of quality with a fresh mind and positive outlook.

Cody Hargraves - Creator of Excessive Profanity

Where?

Melbourne

How?

Team?

The child of PlayReactive and Medusa, with a handful of collaborators across disciplines.

What is it?

An Immersive Escape Room where you role-play as a crew taking exploring a galaxy

How was it made?

With so many disciplines overlapping, it's hard for me to personally encapsulate it. Unity3D was the tool of choice for the space simulation utilising Websockets for the networking, High Definition Render Pipeline, and Rewired for managing the HOTAS controller.

Wanna go bouldering?

Absolutely

Jack Nolan - Great Mate

Where?

How?

Team?

Just an incredible artist and I.
This was the first game I self published!

What is it?

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

How was it made?

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.

What has Ken Wong, founder of the studio Mountains with runaway success Florence got to say about all this?

It was a real pleasure working with you, Sean! Your curiosity and knowledge were a constant inspiration to me. Thank you so much for everything you did for Mountains.

Ken Wong - Founder of Mountains Studio

Essentially,

  • Graduated

  • Neighbourhood Game and Watch

  • Birdball

  • Sneaky Paws

  • Dr. Langeskov

  • Within VR

  • Sagmeister & Walsh

  • Accounting VR

  • EAT

  • Calamari Kid

  • Apple Arcade

  • Mountains Studio

  • The Stanely Parable: Ultra Deluxe

  • Excessive Profanity

  • SMG

for over a decade

I've been creating commercial products, helping teams bring their ideas to life,

contributing to

  • 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

Mainstream Moment

Within VR


WIRED

Charming Game

Calamari Kid


Touch Arcade

Wonderful

Stanley Parable: Ultra Deluxe


Markiplier

Mainstream Moment

Within VR


WIRED

Charming Game

Calamari Kid


Touch Arcade

Wonderful

Stanley Parable: Ultra Deluxe


Markiplier

Alternatively

Want to be friends?

These are some of my interests

Where?

How?

Team?

Berlin based Crows Crows Crows in collaboration with writer Jack De Quidt, composer Grant Kirkhope, and voice actor Simon Amstell.

What is it?

An exciting heist game! Or a really funny, clever game?
Check it out, it's free on both PC and macOS.

How was it made?

With Unity3D and an architecture built on UnityEvents for dispatching level events, Probuilder for level design, Mechanim for animating props, DOTween and UGUI for UI development, UFPS for the Camera Controller, SteamWorks for platform integration

Where?

Everywhere

How?

Team?

SMG Studio, Sydney, Melbourne, Brisbane and L.A

What is it?

This is SMG's catalogue, featuring Death Squared, No Way Home, Thumb Drift, Chicktionary, OTTTD, and more!
Titles available on Switch, iOS, Android, PC, Xbox and PS5.

How was it made?

It's hard to describe the breadth of work I have done here, but I have worked on every title in some capacity. Mostly focussed on optimising Unity projects, developing new features, maintaining the codebase, and supporting the team with technical challenges.

Where?

How?

Team?

A small team of people with ambitions beyond belief, and a story you're going to want to sit down for.

What is it?

This project was my darkest experience of the Game Industry. Even so, we built an augmented reality photography experience, set in locations across the world, playable on console, mobile and desktop.

How was it made?

Unity3D as the engine, ARKit for wild UFO hunting, ReWired for input management, a custom rendering pipeline for incredible visual fidelity and Xcode for profiling.

Where?

How?

Team?

With the lovely Callum Bowen (known for Lonely Planet, Snipperclips) and Cocefi (Drawn to Life, amongst so many more!)

What is it?

A local multiplayer mobile game where players team up to collect loot scattered around a procedurally generated town. Unbeknownst to the rest, one player is secretly given control of the security team and is silently working to foil the heist from within.

Where?

I Think You Should Stop Typing: Screenshot! I Think You Should Stop Typing: Screenshot!

How?

Team?

Completely solo! Illustration, design, programming and sound design - all me.

What is it?

An educational typing, comedy game. Coming soon to a PC and tablet near you.

How was it made?

Built in Unity3D, I used the Universal Render Pipeline to maximise platform compatibility, Inverse Kinematics for procedural animations, leveraged OS Input drivers for reading deep keyboard events, Inkle for storytelling and game-flow, Procreate for illustration, SteamWorks for platform integration, and VADAR Sentiment Analysis in tandem with my lexical parser for understanding a player content

Game & VR Developer

Where?

Accounting+ Screenshot! Accounting+ Screenshot!

How?

Team?

Berlin based, Crows Crows Crows in collaboration with Justin Roiland. Featuring guests such as Rich Fulcher, Cassie Steele, Reggie Watts, Dan Harmon and many more!

What is it?

The Webby 2019 award winning virtual reality horror nightmare comedy game.
Available on Oculus, Playstation VR and SteamVR.

How was it made?

Utilising Unity3D, OVR and NewtonVR for gameplay interactions; UGUI for UI development, FaceFX for lip syncing to improvisational dialogue, a complicated web of UnityEvents for level logic, and a whole heap of oat cappuccinos.

iOS & Unity Developer

Where?

How?

Team?

L.A based WITHIN & Twisted Oak Studios

What is it?

Seen as one of the best Google Cardboards experiences, it is an augmented reality video player for VR films; showcasing content from Sundance Films, The New York Times, and documentaries from the U.N. Available on every platform imaginable.

How was it made?

A heavy mix of native and Unity3D development made for an impressive experience on a wide range of iPhones. Google Cardboard was utilised for the headset, WebSockets for data synchronisation, UGUI for UI development, and the Accelerometer & Gyroscope synced the viewfinder to a Ultra HD 360 Video Feed

Game Developer & UX Designer

Where?

Design Screenshot! Design Screenshot!

How?

Team?

Just a few of us in a small studio within Melbourne lead by Ken Wong.

What is it?

A mindful design game, about humans and their space.

How was it made?

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.

Where?

Eat Screenshot!

How?

Team?

Berlin based, Crows Crows Crows.

What is it?

Post apocalyptic eating simulator, virtually feeding over 1 million people on both iOS and Android.

How was it made?

Built in 3 days using Unity3D, Post Processing v2 for visual fidelity, Brownian Algorithms for animations, Scriptable Objects for gameplay data