During my Computer Games Technology Bachelors degree, I completed a work placement year at Electronic Arts. Upon accepting a contract extension over the summer, I have spent a total of 14 months learning from the exceptional and talented team at Codemasters.
I have made meaningful contributions to the Formula 1 project. I worked as the UI engineer in a feature team, responsible for developing several features. Throughout my time as a UI Engineer, I have had the privilege of fulfilling my responsibilities in various ways. These include collaborating with in-house software/ tools, actively participating in technical discussions, providing technical support to our team and much more. Overall, I have been fortunate to gain a comprehensive understanding of the intricate processes involved in developing a high-quality AAA game.
BopIt - Console Development Module C++
During my second year of university I completed a programming consoles module, using a PS5 dev kit & C++. I followed a brief from Sony to transform the PS5 Dual Sense into a BopIt. I created a gameplay loop and built the BopIt’s behavior using the state pattern, with each state representing a unique action. The states closely matched the real BopIt. I used all the controller’s features, including the accelerometer, gyroscope, adaptive triggers, etc to map data to state actions. For user feedback, I used the light bar to represent states and vibrations for completion/ failures.
Behaviour Modelling - C++ Finite State Machine
I created an NPC dog based on the State Pattern using C++ and UE5. The theme was ‘All Dogs go to Heaven'. I enhanced my FSM with features like a stack-based pushdown automaton, parent/child states, and a hybrid state manager. Tightly coupled states, such as findFood and eatFood handle state transitions locally, larger behavioural changes are controlled using a state manager.
C# Dungeons and Dragons
For my A-level computer science National Extended Award (NEA), I programmed a Dungeons & Dragons character creation system using C#. This project shows my confidence in object-oriented programming; encompassing key concepts such as hierarchies, inheritance, and polymorphism. The NEA was my first “large” programming project, establishing the groundwork for my future aspirations in the field of software development.
My second game jam had the theme 'Shoot Em Up', my team and I created a carnival game. I programmed the gameplay and created the level + 3D art. This included, the player character and controller blueprint + the duck spawning / point system. This is a good demonstration of my knowledge of blueprints.
I worked on the art, sound design, character creation/animations, and production for this platformer game jam. It won UoP game of the year for first-year students, showcasing my progress as a developer despite not focusing on programming.
My first Global Game Jam experience taught me time management, communication, and the Perforce source control. This work showcases my soft skills and teamwork abilities. Our game was featured on the GGJ official live stream and was a finalist for the ‘Transfuzer’ category.
I created this game after when I was 15 years old. I purchased a UE4 beginners tutorial which provided me the skills to create a simple physics rolling game. All of the art from materials and UI was created by myself. I followed tutorials from the channel, TwoStarGames on YouTube. Itch.IO
I created a variety of short projects in which I focused on different aspects of game design. In the following video I experimented with UE4's vehicle system and collisions.
I decided to include a video of my first 'game'. This is not to showcase any of my skills. I wanted to demonstrate for how long I have been infatuated by developing games. I am truly passionate, I have covered the different areas of development and am certain that being a programmer is the future I would be proud to pursue.
Contact Me - If you want to get in touch you can find me on linkedIn.