Cloud Imperium Games (Full Time)
October 2022 - Present
At CIG I have ownership of an important game play system which I have supported through core engine changes including entity streaming, persistence and in some parts server meshing.
I have spearheaded the design and implementation of a replacement for this system with a focus on stability and scalability as play numbers grows,
while also trying to give players a better experience than before.
I have cooperated closely with the core engine teams to both use and sometimes aid in the design of new engine features.
While at CIG I have gained considerable experience working in highly parallel environments as well as
with complex systems and engine features such as entity streaming, persistence and server meshing.
Rockstar (Internship)
June 2022 - August 2022
While with rockstar games I performed general bug fixing and refactoring for GTA 6. This was also my first introduction to perforce, Jira, ImGui and data driven design.
Yaldi (Internship)
June 2021 - August 2021
For Yaldi Games, I developed a weather manager (and effects) in C++ (Unreal Engine) for their game "Wholesome"
ToonTown: CorporateClash (Volunteer)
June 2022 - August 2022
In my second year of university I become a volunteer game developer for "ToonTown: Corporate Clash" a comunity maintained revival
of the disney MMO "ToonTown: Online". This was one of the first large scale projects I worked on and my first introduction to
networking and serializing.
While working on Corporate Clash I was bug fixing and wrote the foundation for controller support. Unfortunately this was at the
same time as a UI re-work so controller UI support needed to wait until that was finished and by the time is was finished I had to
dedicate more time to uni work.