Platforms:
PC, PS4
Engine:
Unity
Language:
C#
Roles:
Gameplay, AI, Tools, UI, Integrations

After Ironcast wrapped up, I was invited to join Dreadbit and Polygonhearts for their next project, Seraph. Seraph is a fast-paced, acrobatic shooting game where the aiming is automatic. As one of the two programmers, I was responsible for a large amount of game, including: The automatic aiming system, procedural level assembly, creating a designer friendly level editor, all the AI, a large amount of the UI, scoreboards, twitch integration, the audio integration, challenge modes, save/load system, and an assortment of gameplay features.

Platforms:
PC, PS4, Xbox One
Engine:
Unity
Language:
C#
Roles:
AI, Tools

The Ironcast team hired me for a short time to help them with their steam-punk, match-3, mech combat game. I created a save/serialisation system that could be dropped in to the existing project, and spent some time improving the AI (based on player feedback). Most of my time was spent designing and implementing a localisation system that could be used without having to manually fix up the large amount of existing English text.

Platforms:
PC, Xbox One
Engine:
UE4, Unity, In-house
Languages:
C#, C++, Javascript
Roles:
Tools, Build Pipeline, Testing, Consulting, Education

For nearly 3 years I worked with Microsoft and Rare, helping them to create tools to improve automated testing, maintaining and improving their build pipeline, investigating and teaching low-defect development practices (TDD, Unit Testing, Refactoring, etc.), and generally helping the team reach their quality goals. This was incredibly rewarding work that involved many challenges, both technical and social. During this time, the team I worked on had a lasting impact on many aspects of how the studio works, resulting in less bugs, better creativity, and hopefully, less late nights.