These are the commercial projects I’ve contributed to and the relevant contributions made:

Pine Hearts

An original IP title created at Hyper Luminal Games, I was the Lead Programmer on this project and responsible for a wide variety of things, including managing and scheduling a team of up to 6 people (including mentorship and reviews), designing and largely implementing core tools and systems (that were/are used across projects at the studio, especially upcoming title Cloud Jumper), working with other departments to realise designs and ideas, implementing fully automated build pipelines, optimising heavily for the Switch port, pioneering studio wide code approaches and more.

Neon White – Switch Port

As part of a collaboration with Unity while at Hyper Luminal Games, I helped port this award nominated speedrunning shooter to the Nintendo Switch, primarily working on CPU side optimisations (which heavily improved the PC version too), leaderboards, control remapping and I was responsible for implementing the surprisingly well received gyroscope controls.

HyperBrawl Tournament – Xbox & PS4 Port

Helped port this online multiplayer future-sport game to the Xbox One, Xbox Series X/S and PS4, again in a two man team at Hyper Luminal Games. Primarily responsible for Xbox side of things, including local and online user management and party management, as well as serialisation of data, performance optmisation and achievement/leaderboard management.

SEN Seven Eight Nine – Switch Port

Helped port this small puzzle game to the Nintendo Switch while at Hyper Luminal Games as part of a two person team, primarily responsible for input management including designing how controller navigation worked in a previously touchscreen only driven game, as well as helping with console platform requirements.

Mystery Match

Mystery Match is a match 3 game with an interesting 1930s mystery theme involving a load of intrigue and that sort of thing I imagine, I worked on this game in both the web and mobile teams for over a year, creating a lot of underlying systems for managing events, notifications, animations and created a format for describing visual interactions that allowed a huge amount of flexibility. I later created a comprehensive event system that was adopted across the rest of the company’s games, starting from Mystery Match. It also lead to me working in the new shared technology department shortly after.

Angry Birds POP!

POP! is an Angry Birds themed bubble shooter I worked on at Outplay in conjunction with Rovio Entertainment. Primarily working on the discontinued web flash version, I worked to create a port of the original and eventually reached parity with a live and evolving game, some of the system improvements were eventually ported back as the flash side wound down and I helped with the live team for a short time.

Monster Legacy

My first project at Outplay Entertainment that saw the light of day, Monster Legacy was a Scottish BAFTA nominated free to play monster battling role playing game with a fun and interesting world to explore. Developed in Adobe Air using ActionScript 3 (and probably one of the only games that was) for iOS, I worked from fairly early on in the development cycle and worked in every area, including writing the somewhat flashy battle animation system.

Recce Alpha

Recce.at

As part of my internship at eeGeo Ltd I worked primarily on user facing application development, including Facebook, Twitter and Foursquare integration. I primarily worked on UI and feature concerns, the most notable of which being the Twitter App’s direct messaging feature, as well as creating new OSX style scrollbars and completing multiple UI improvement passes. I also did some work on the Ruby interaction layer with the Twitter API as well as over a hundred different bug fixes on a wide range of features.

For the last 3 weeks of the internship we have been tasked with creating a game using the Recce API in order to test it to make it ready for public consumption, this is currently in progress.

Race Fitness

Another Rubix Studios contract project, this time for PlayFitness, a fitness company that helps bring exercise equipment to schools and other locations. Using a bespoke wireless cycle odometer to collect data on how fast the rider is cycling, we created a multiplayer game, that displays on one screen using up to 15 wireless data collectors at once. The camera and GUI automatically adapt to the amount of players in the game. On this project I personally contributed the entire GUI, the majority of the interaction and testing of the hardware and contributed heavily to the adaptive camera technology. I was the primary developer on this project.

Pitch ‘N’ Toss

A final Rubix Studios contract based project, in which we were tasked with developing a game design that had won funding through a regional competition. This is an iPad game based off the old playground pastime of pitching coins at a wall and trying to get closer than your opponent to win their coins. On this project I contributed the GUI system as well helping design and implement the basic game mechanics and objects.

Touchscape table Operating System

While working for Rubix Studios Ltd I helped create the visual frontend for a prototype touch table (that now is a touchscreen based kiosk solution), using  the OGRE 3D rendering engine in conjunction with real time physics to create an interactive and extensible menu system that in conjunction with TouchScape‘s API, would launch and manage applications while remaining visually appealing and reactive to touch. This project was primarily created for attracting investors and is no longer available.