Software & Game Developer.
I’m a 26 year old indie game developer who loves playing and making games. I’m currently a Game Developer at Ludeon Studios developing RimWorld, I was previously a full stack web-dev and worked at a software startup. I’m currently living in Japan, but I’m from Victora, Australia.
Bachelor of Computer Science with a major in Software Design at the Swinburne University of Technology in Victoria, Australia.
As a Game Developer at Ludeon Studios, some of the responsibilities I do on a day to day basis include:
I previously was employed at software startup called Fologram as a Software Developer, primarily I maintained and developed the Unity project of Folograms proprietary software. My role included all aspects of development such as leading the development of the Oculus Quest platform, Android, iOS, and Hololens 1 & 2, as well as extending and updating the CAD integration plugins, writing unit tests and creating original enterprise level code.
Additonally I also have industry experience as a full stack web-dev, working in ASP.NET and React. I was also the lead programmer on a year long University capstone project called Celeritas, where we collaberated with other Universities to create a complete game which was shown off at PAX Australia.
I was involved in the entire development of Odyssey, from inital conception, to design, development, execution, and quality assurance. Here are some of the keypoints:
I was involved in all of Anomalys development, excluding inital design and conceptualization.
I was involved in the tailend of Biotechs development, helping with bugfixing and delivery.
I was the primary programmer, and lead developer for the entire Unity application which was deployed onto Meta Quest, Hololens 1 & 2, iOS, and Android.
These are some of my personal projects, for these projects I have created webpages for each individual one - each going into allot more detail about the project and showing videos and screenshots.
This was a year long project I worked on at University, I was the lead-programmer responsible for a game which had very complex requirements and was very data orientated.
This game was based on Zork & Dwarf Fortress, built in C# and with very deep and tightly coupled game systems. QuestLike is a demonstration of ability to write deep & intelligent gamesystems, combining well designed data structures and systems to allow the player to do just about anything.
A small experiment that’s built on EA::STL and uses Vulkan for rendering.
This is a small 2D, interactable recreation of a common energy simulation system used in popular sandbox games such as Oxygen Not Included.
The Battle RPG was a small game I made to showcase my AI, Navigation mesh and system design skills.
This project was completed some years ago, I did allot of work on character controls and lead a successful total multiplayer networking rework. I coordinated with contributors around the world in an agile fashion to create an extremely highly polished, fast-paced, multiplayer PvP game. The main challenge was producing a fun and fair enviroment in a fast paced PvP context with peer to peer networking while gracefully handling significant amounts of latency.
I contributed to the XWVM project for a short amount of time, I am still connected to the project but haven’t contributed in some time. I primarily did bug-fixing to support the current developers and make the game as close to the originals as possible.