Showreel


Key Projects


Thunder Tier One (2021)

PUBG Studios (Krafton Inc.)

Thunder Tier One (TTO) is a realistic top-down shooter online game where I had a generalist programmer role.

I joined TTO towards the last year of the project, and I had a very generalist role, which helped me improve my programming skills in multiple areas.
I had the chance to implement some new features, such as custom mission settings, leaderboards, dedicated server parameters, etc... I also continued to hone on my crash/bug fixing skills, as well as multiplayer and cheat prevention skills
One of the coolest features in TTO is the ability for players to mod the game, so after the release I had the opportunity to help modders through Discord while working on patches for the game.


Far Cry VR : Dive Into Insanity (2021)

nDreams

Far Cry VR is a multiplayer location-based virtual reality (LBVR) game where I was mainly responsible for AI

On Far Cry I had ownership of all AI related features, as I was the only AI programmer on the project. I had support from senior colleagues if necessary, but being responsible for all of the AI really helped me grow professionally.
Had to work very closely with the animation programmer in particular as AI and animation were very connected. I also worked on some core multiplayer systems, such as shooting and damage


Phantom: Covert Ops (2020)

nDreams

This was my first project working on AI using UE4, but I really enjoyed doing so.

On Phantom I had ownership of features such as the enemy boat, armoured boat and enemy helicopter.
I also worked on the stealth meter, difficulty settings, loadout selection and audio logs, as well as prototyped some features that didn't make it to the end product.

Towards the end of the project I also acquired experience profiling and optimizing for Oculus Quest.


Sugar Rush VR (2017)

Alea Digital

Most of my time at Alea Digital I worked with UE4 on an unreleased project, however, for a few months of 2017 we worked on a different project, Sugar Rush VR.

This project was made with Unity, with which I had very limited experience prior to this. The team was composed by a producer, a concept artist, a 3d artist, a lead programmer and my self.
For this project I worked on the animation system of the characters, the FSM in charge of the state of game, switching lightmaps based on state, the logic behind the major and the tutorial, UI, input logic for cardboard, GearVR and Daydream, etc. Basically it was a really generalist role and helped me feel more confident about using technologies with which i'm less familiar.

Special thanks to the lead programmer, Juan Belón, who did his best to transfer as much of his Unity and Javascript knowledge to me during this process.


Arena of Survivors (2016)

Personal Project

I implemented a first person shooter game whilst keeping in mind Unreal’s authoritative server model and client-prediction. This means the client sends the input information over to the server and then the server answers back, but in order to keep responsiveness, the client will run the actions locally whilst keeping unverified game states in a buffer. Once the server’s response arrives to the client, it will verify it with the stored state on which the client first sent the package, and then apply the required corrections. This project includes animation, particle and sound replication.


Random Access Dungeon (2016)

Final Year BSc (Hons) Computer Games Programming (Advanced Games Development module)

Random Access Dungeon is a 3D action-adventure dungeon crawler developed by Mighty Bear Team, which consisted of one designer, three artists, three animators and two programmers, all students at Teesside University. We used Unreal Engine 4 to develop this project. My role in this project as a gameplay programmer, was to make sure all the mechanics and animations behind the main character had a proper implementation. In order to achieve this, I had to communicate with the animators to make sure all the animations were properly delivered and in time, and they would all blend perfectly to achieve a good gameplay feeling.


Other Projects

2063 (2015)

Final Year Project for my HND in Video Games Programming

2063 is a Hack & Slash game (demo) developed by The Mighty Firesword Studio, a group of five artists and two programmers from ESAT. We used Unreal Engine 4 to carry out this project. For this project, I was in charge of the programming behind Katsu (the main character), GUI & HUD, sound effects and transitions between the different ambient sounds (combat and exploring).


The Maze Ghost (2016)

Final Year BSc (Hons) Computer Games Programming

The Maze Ghost is an endless arcade game with dynamic difficulty developed with Cocosd2-x for Android. The game is implemented mostly in C++; however, JNI was used in order to access the value of the proximity sensor.


Google Play

Car Arena (2016)

Final Year BSc (Hons) Computer Games Programming

Car Arena is a local multiplayer car game for PC developed with Cocos2d-x and winsock2. When the client is opened, it will send a broadcast message over the network to identify the server, which will register the user and add him into the match. Players are assigned a team when they join the match and are able interact with other players.


Fantastic Shapes (2014)

HND in Video Games Programming

Fantastic Shapes is an endless arcade game with dynamic difficulty developed with Cocos2d-x.