In 2019 I joined BULKHEAD as a console programmer using UE4.
In a team of 2 I helped bring The Turing Test to Switch. With a focus on optimization, I touched every aspect of the project to ensure a stable framerate, fewer issues and cert’ compliance.
We were able to detail this in a post on the Unreal tech blog.
The Stadia port was a more solo affair, requiring direct communication with Google and more features to ensure we met the requirements of this new platform.
I then worked with a larger team involving networked multiplayer on Xbox and Playstation hardware. My work ended up in the release of Battalion: Legacy in 2022.
I returned to BULKHEAD in June 2021 as a Technical Designer to work on multiple projects including Wardogs.
In June 2022 I moved to The Chinese Room as a Technical Designer.
I worked on the Bloodlines 2 project for 2 years, assisting with many gameplay systems in both C++ and blueprint.
I re-designed, and re-implemented interactions and player traversal. Working closely with level design to establish metrics, guidelines and final layout of the hub level.
As owner of these systems I worked with other diciplines to champion my established design and empower their usage in interesting ways.
During my time I was promoted to Senior in July 2023.
In June 2024 I joined Hangar 13 as a Senior Technical Designer.
I worked on Mafia: The Old Country for a year, shipping the project in 2025.
Similarly to Bloodlines, I assisted with the design and implementation of many gameplay features in both C++ and blueprint.
I helped make key decisions on, adjust and polish player actions such as throwables, body carry, inventory, knives and charms.
In 2021 I graduated ARU with a first in Computer Gaming Technology and the course achievement prize.
Through this degree I covered many facets of creating games in UE4 and Unity with a focus on design and programming. As a result, I have knowledge of both the C++ and C# languages.
Additionally I have had experience in Maya, Blender and Houdini for creating 3D assets and effects.
During my time at BULKHEAD I also worked on Half Life: Alyx mods in my spare time. This gave me an opportunity to use a new engine, scripting language and 3D software alongside interacting with the community to fix issues and make improvements.
Minigolf was one of the first mods created using the tools, releasing just after they became available. It gained many subscribers over subsequent weeks and was fleshed out into a larger map in later updates.
Recurve Bow was the first fully custom weapon addon available for use in the main campaign, rising to become one of the highest rated mods on the workshop.
Both mods were featured in a blog post from Valve, highlighting some of the best addons created since launch.