An enthusiastic game developer with more than twelve year’s experience in the industry, offering strong technical knowledge of game development in a variety of engines. Looking to challenge my skills to help develop innovative new titles, completed to the highest standard.
Key Skills
Experience designing and developing gameplay systems in C++
Creating tools for content creators in C#
Strong scripting skills in both gameplay and UI.
Experience of developing/designing AI behaviours, missions and content for video games
Good skills in collaborating with other disciplines to develop easy to use systems for content creators
Worked within Agile methodologies such as Scrum
Experience of using Unreal Engine 4, Unity and in house game engines.
Source control knowledge such as Perforce
Experience mentoring other members of the team and leading a team
Experience in RPG’s, First Person Shooters and Racing games
Need for Speed Unbound
Electronic Arts - Criterion Games - Software Engineer II - 2022
Software Engineer III - 2023
I was a gameplay Software Engineer on Need for Speed Unbound for Criterion Games. I was on the project from the start and was involved in prototyping and developing a number of key features in the game, mainly focused in the area of game modes. I had tech ownership of a number of systems and was involved in designing and developing those systems in C++
- Gameplay Tech Lead on live service updates
- Manager of a team of Gameplay Engineers
- Tech ownership of the game mode systems, building the core functionality and was responsible for building the race and takeover game modes.
- Ownership of core gameplay systems such as the reset on track system
- Code support for the connective sequences and transitions in game, this includes the fades between sequences, loading sequences and the wrecked and busted sequences.
- Built game mode editor tools for the designers and liaised with them for feature updates
- Cinematic logic in C++ and C# to assist content creators with the creation of cinematics and ensure cinematic support in single player and multiplayer.
- Campaign flow scripting to handle the more scripted mission flows in the game. For example the end of the prologue’s chain of missions
- UI scripting of elements in the game modes and other parts of the game.
Battlefield 2042
Electronic Arts - Criterion Games - Software Engineer II - 2021
I worked as a Software Engineer on Battlefield 2042 for Criterion Games, collaborating with Ripple Effect to produce the Battlefield Portal mode. I provided Gameplay and UI support in both C++ and the engine's scripting system.
- I produced player facing mod commands such as damaging the player, switching team and setting the player’s soldier. These commands are made available on https://portal.battlefield.com/
- Created the HUD and Scoreboard screens for the Free for All game mode. This involved the gameplay to UI binding in code and creating the screen content itself.
- Worked on the AI spawning logic primarily for Free for All but also support for the other AI spawning settings.
- Mentored other members of the Criterion code team and assisted them with producing features for the Battlefield Portal Frontend.
Below is a trailer of the types of experiences available in Battlefield 2042’s portal mode, more information about the features can be found at https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-briefing-welcome-to-battlefield-portal
Need for Speed Heat
Electronic Arts - Criterion Games - Software Engineer I - 2019
I worked as a Software Engineer on Need for Speed Heat for Criterion Games. I provided Gameplay and UI support in both C++ and the engine's scripting system.
- Created import scripts to allow script writers to generate the game assets needed for the in game text message system.
- Support on the phone message system to allow the player to reply or set a route to the next event.
- Worked on the loading transition sequences going into events to show the vehicle while loading.
- Supported the cinematics team by exposing the information they needed to set up the race intro sequences.
- Worked on a number of transition sequences back to the garage. Returning to garage, getting wrecked and getting busted.
- Worked as a link between gameplay and UI disciplines to ensure the UI team had the data they needed from the gameplay systems.
The video below shows the features I worked on in game.
Battlefield V
Electronic Arts - Criterion Games - Technical Designer - 2019
I worked as a Technical Designer on the Firestorm mode for Battlefield V with Criterion games. I used the Frostbite engine to create content for the mode using the engine's scripting system and also created new systems using C++
- Created the core game mode logic, taking the Battlefield multiplayer logic and modifying it to work in a Battle Royale setting.
- Produced a system to randomly spawn the group of planes in random directions
- Modified the Battlefield V reinforcement system to work in a Battle Royale setting. This included implementing the system into the game mode and creating new reinforcement types that suited the game mode.
- Designed and created a system to decide what capture objectives to activate during a match of Firestorm.
- Created the system and content that spawns supply drop planes during the game mode
- Developed the initial setup for randomly spawned safes and vehicle lockups before handing them onto new members of the Technical Design team.
- Supported the UI team helping bring the zone meter UI and map to a shipping state
- Created systems to help improve the performance of the mode, due to the size of the map.
The video below shows what I worked on in game
Star Wars Battlefront II
Electronic Arts - Criterion Games - Technical Designer - 2017
I worked as a Technical Designer at Criterion Games working on Star Wars Battlefront II for PC, PlayStation 4 & Xbox One. I used the Frostbite engine's scripting system to create a variety of modes for the game.
- Worked on Starfighter Assault and the Arcade mode developing the core game mode logic
- Created game object prefabs that could be reused by the Level Designers for multiple levels in Starfighter Assault
- Created the base AI behaviours & ability logic for the troopers in the Arcade mode
- Scripted the UI logic for the Arcade mode
The video below shows what I worked on in game:
Fable Legends
Microsoft - Lionhead - Technical Designer - 2016
Worked as a Technical Designer at Lionhead on the Fable Legends project running in Unreal Engine 4.
My role involved:
- Created hero characters through setting up scripted abilities and animation graphs.
- Implemented traps, including mines and gates that the Villain player can use.
- Created objectives and encounters with level designers
- Developed systems for scripted events and cutscenes in quests
- Scripted initial tutorial level and narrative introduction using Blueprints
- Created core gameplay/content systems that can be reused and expanded upon by other members of the Technical Design team and used by other disciplines.
Runescape
Jagex - Content Developer - 2013
As part of my time at Jagex I worked as a content developer on a number of updates for the online browser MMO Runescape. This involved:
- Creating content using the in house scripting language.
- Managing a project from creating the initial design brief to publishing it live in game.
- Working on released quests, dungeons, armour and NPCs for the game.
- Liaising with many disciplines to get the required assets for the new content.
- Writing character dialogue for world events in game
Transformers Universe
Jagex - Content Developer - 2012
I worked as a content developer/scripter at Jagex on Transformers Universe. I was responsible for:
- Producing content using Lua
- Creating tools in C# to produce dialogue for in game cutscenes.
- Worked on building script side implementations for core features of the game including animation, audio and physics. Working with these teams in order to get their content into game.
- Interim lead of a scripting team, responsible for liaising with design, game engine and production teams in order to identify future tasks that are required to produce pieces of content.
- Worked on the design and prototype of boss/general NPC encounters, missions and other gameplay activities.
- Collaborating with another content developer to produce initial designs for NPC AI including the Terrorcons.
- I collaborated with the physics programmer to work on the initial prototype for the driving physics in the game.
- Worked on creating character abilities and setting them up in game.
- Setting up AI using behaviour tree tools.
The video below demonstrates a version of the game with my work in.