Experience:
Programmer/Founder - Landship Games LTD
Indie games studio (Tankenstein)
Programmer - MXT Reality LTD
Realtime simulations of large scale road infrastructure projects.
Virtual Reality software development and research.
Demonstrator - School of Creative and Cultural Industries - University of Portsmouth
Teaching python inside and outside of Maya and graphics programming
principles to university students.
Bachelor's Degree, Computer Games Technology, First Class Honours.
University of Portsmouth
Summary:
- I have designed and implemented many Development Tools. Including game engine plugins, in engine prefabs and blueprint tools. asset creation/export pipelines and standalone converter programs. I have even built a 2D game engine in C.
- I have extensive experience with Game Development in a wide variety of engines and frameworks. Including for commercial releases, visualisations, game jams and prototyping.
- I have been responsible for Optimisation on game projects, VR projects, editor tools and building performant systems from the ground up in C++.
- I am an adept Technical Artist, with python experience in Blender and Maya, and experience with 3D modelling, rigging and uv unwrapping in Blender.
Projects:
Tankenstein |
Stonehenge [MXT] |
Traffic studies [MXT] |
GeaVR [UoP]
|
Game Engine |
Game Jams |
Technical Art
|
WPF/.NET |
Sprite Atlas Addon |
Top posts from this blog:
[Blender, Substance painter, Houdini]
Using software to create procedural 3D artwork and tools.
[C++, Unreal Engine, VR]
Unreal engine components for composing VR applications and games. Generalised to handle common VR interactions and games types.
[Python, Blender]
Scripts for Importing and Rendering of pre-built 3D facial models in multiple HDRI lighting environments.
Scripts for Importing and Rendering of pre-built 3D facial models in multiple HDRI lighting environments.
[C++, OpenCV, OpenGL, GLSL]
Removing lighting from face images in order to extract albedo values.
Removing lighting from face images in order to extract albedo values.
[C++, Leadwerks, GLSL]
A PBR system implemented in the leadwerks game engine. Leadwerks was chosen in order to show proficiency in working with constraints (lack of full documentation, closed source, working within an existing codebase).
A PBR system implemented in the leadwerks game engine. Leadwerks was chosen in order to show proficiency in working with constraints (lack of full documentation, closed source, working within an existing codebase).
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