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.
 
          
        
           
          
        
           
          
        
           
          
        
           
          
        
           
          
        
           
          
        
          