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.
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.
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.
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.
A massively multiplayer online cycling and running physical training program.
Improved minimaps, added dynamic route arches, implemented AppleTV 4K(2nd gen) controller support.
Implemented live game asset streaming; including encryption, compression and performance testing.
Noesis UI upgrade work incl. menu creation, assist with Metal API integration, add Noesis support for engine WAD format, and add dynamic support for device screen DPI.
Accessible feature-length interactive childrens storybook.
The first commercial game I worked on and released. As the principal programmer for 2.5 years, I was responsible for all feature additions, bugfixes and optimisations, as well as technical support post release.
An interactive projected touchscreen game, utilizing the Microsoft Kinect Sensor.
Developed for Western Downs Libraries ‘Fun Palaces’ STEAM expo in only two weeks. Touchscreen projection algorithm is my own work, utilizing the Microsoft Kinect SDK for simulated touch input.
A greenscreen photo booth application developed for Western Downs Libraries ‘Fun Palaces’ STEAM expo.
Initially developed in only one week, it was later extended the following year for reuse at the Western Downs Cinemas’ Frozen 2 premiere event, and Western Downs Regional Council's Christmas Light Up event.
Extensible render pipeline for the generation of digital collectables.
Content and code for Disney Pinnacle, NFL All Day and UFC Strike. In-engine configuration of franchises, new data ingestion, prefab creation, creation of shaders, development on art tools, feature experimentation, and general fixes.
Official Unity plugin for game development on the Flow blockchain.
Smart contracts, stress testing, general bug fixes and tools functionality. Example projects for Unity Asset Store package; FlowWords – Wordle-like game running on blockchain. Creation of documentation and tutorials. Third party Wallet integration (Wallet Connect / Niftory).
2017 NASA Space Apps Challenge
Second place prize winner.
Venue: University of Technology, Sydney
Platform is Android Daydream VR. The app is a framework, which accepts and parses a wide range of NASA raw data. Able to display 100,000 data points in real-time on early mobile VR at an acceptable frame rate, and parse NASA earth data into a usable format, in engine.
My first indie game, released to the Google Play store.
Game Development themed Arcade Catcher game. Project was built over the span of two weeks, part time.
All code, art, and audio is my own work.
I am not an artist.
Note: Game is no longer live on the Play Store.
Our game jam entry for Ludum Dare 42.
A simple platformer developed in 72 hours, but infused with quite a bit of silliness and fun.
Our team consisted of myself as team lead and sole programmer, and two non-developers as art, audio, and design support.
Game concept and design. Manage project and assign tasks to team members. Programming across player controllers, actors, game systems, UI and networking.
Porting in-development title from PC to Mobile.
On-screen controls for mobile platforms. Performance testing and optimisation.
Initial prototype core game loop, UI and game menus, scene management and loading, SDK integration and debugging.
Extensible puzzle system, map generation, enemy navigation.
Camera system, UI, movement, gameplay / scoring system.