Scott Purcival

Game Programmer

Scott Purcival

Hi, I'm Scott!

I'm a Game Programmer passionate about bringing creative ideas to life.
I love finding solutions to complex problems, and have an unhealthy obsession with polish.
My mantra is 'everything is possible'. If I don't know how to do something, I will persist until I figure it out.
I thrive on collaboration, exploration, and continuous learning, and I love building new worlds through code.
When I am not working or studying, I enjoy working on personal projects, spending time with my family, and getting outdoors.

Notable acheivements;

  • 2025 - Vanguard Exiles - Released to Steam - The Tea Division
  • 2020 - Frog's Princess - Released to Steam, App Store and Google Play - Joy Everafter Stories
  • 2019 - Two rapid development projects for Western Downs Libraries - Bookworm Blitz! and Greenscreen Photo Booth.
  • 2018 - Adv. Dip. Professional Game Development (Programming) - The Academy of Interactive Entertainment (AIE)
  • 2018 - Ballmer Peak - Published my first game to the Google Play store, in early access.
  • 2017 - Second Place - NASA Space Apps Challenge, UTS Sydney with our entry -KEN-
Exodus

EXODUS™

Cinematic AAA sci-fi action-adventure RPG.

Implemented editor tooling for in-game cinematics and lightweight conversations. Conversation scripting, character moods, in-scene actor placement, actor movement, and bugfixes.

Vanguard Exiles

Vanguard Exiles

Tactical auto-battler designed by renowned game designer Richard Garfield.

Core game loop and deterministic combat resolver and world generation. Responsive UI for PC, Mac and mobile targets. Custom input system, menu system, camera system. Local and online multiplayer. Extensible data driven game, character and modifier systems and data ingestion from live web source. Online multiplayer with Photon Realtime. Match replay functionality.

Project Zomboid

Project Zomboid

Multiplayer Zombie apocalypse survival RPG.

Improvements and extension of crafting system logic. UI/UX overhaul for handcraft, building and craft processors. Conversion of hardcoded building system to data-driven entities. Implemented meta-entity system to allow game entities to continue to perform essential logic while unloaded (rain collectors, craft processors). Transcription of Lua-based UI logic to Java for performance. Various bug fixes.

Sackboy: A Big Adventure

Sackboy: A Big Adventure

Multiplayer platforming adventure game.

Porting of Playstation game to PC.
Corrected game physics issues throughout due to introduction of uncapped frame rate. Performance optimisation. Graphics testing and bugfixes. Ported saved game and user config file formats and locations for Windows. General bug fixes and localisation fixes.

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