Hello, I’m a senior games programmer all the way from Wellington in New Zealand. However, I’m moving to the UK later this year! If you’re from there and you think I’d be a good fit for your company then please get in touch via LinkedIn or email at [email protected].
I love making creative things with code, sharing knowledge, and speeding up workflows by creating nifty tools. I’m particularly interested in rendering and graphics programming but am happy jumping into other areas too.
Published Games
Mini Motorways
I’m currently at Dinosaur Polo Club where I’ve worked for the past three years on Mini Motorways: a strategy simulation game about designing the roads for a growing city.
Here’s some things I’ve worked on during my time here:
- Many graphical shaders and effects like the stripes on motorways
- Prototyping and development of new gameplay additions
- An automated nightly build system written in Python with Slack changelog notifications
- Automated mesh generation for maps
- Rendering optimisations and performance improvements for the Nintendo Switch port
- Integration with native Swift/Objective-C code for features like leaderboards and notifications
I’ve also had experience this year as co-lead for the Mini Motorways technology team. As part of this role, I’ve facilitated and lead prototyping of a new feature for a currently unreleased update, helped support and guide other team members with their work, and supported the team lead with their workload.
Five Night's at Freddy's: Help Wanted
Other Projects
Scalable Global Illumination using Sparse Radiance Probes
Interdimensional Llama
Interdimensional Llama is a perspective-switching puzzle adventure game where you play as Lou - an adorable Llama.
I was a programmer on this project as part of a university course with five other students. My main contributions were the seamless level transitioning, and the grid-based navigation for movement in 2D and 3D.
The game was a finalist in the New Zealand 2016 Kiwi Game Starter funding competition. For this, I helped write the business proposal and pitched the game to the judging panel.
Atmospheric Llama
A fourth-year computer graphics project I worked on with Thomas Roughton. Its aim was to implement some graphics techniques within our own engine to improve the visual quality of Interdimensional Llama.
I implemented a physically based real-time volumetric fog algorithm based on a presentation by Sebastien Hillaire from Frostbite. The in-engine screenshot on this card showcases the technique.