Programming Lead
Beans | Apr 2019 - Present
C#
C++
Amazon EC2
GLSL
Unreal Engine 4
Built combat-focused, first-person prototype over 5 months using Unity; this lead to a signed, full-production deal with a large publisher
Experimented with novel gameplay and dynamic AI systems for a dynamic open world
Designed and built core gameplay systems using a custom ECS and DoD approach in UE4,
Designed the tools and content workflows for the studio
Managed devops for the studio
Gameplay and AI Programmer
Capy | Nov 2016 - Mar 2019
C++
Git
Visual Studio
Lua
GLSL
Subversion
PhyreEngine
Using C++ and Lua, developed AI, gameplay, and engine-level systems in BELOW
Responsible for ubiquitous tentacle monster with multiple coordinated kinematic limbs
Created multithreaded AI engine systems for real-time world queries, utility scoring, influence map generation and querying, and directional obstruction tests.
Implemented FABRIK into modified Phyre engine
Built designer-facing tools for tuning behaviour, movement, pathing, and multi-enemy swarming