Oddworld: Soulstorm (2021)

Platforms: PS5, Xbox Series, PS4, Xbox One, PC (Epic Store)

I was involved with Oddworld Soulstorm throughout 2020 and 2021 working on various aspects of the game’s engineering. This included work on AI behavior and gameplay mechanics, modifications to the player character control system and enhancements to the game’s UI. I also worked extensively on the game’s localization and subtitle implementations.

After the initial Playstation and PC launch I worked further on the additional content and modifications for the Enhanced Edition content and assisted in preparing the Xbox Series and Xbox One ports of the game.

Death Squared  (2016 – 2018)

Platforms: Steam (PC, Mac), Nintendo Switch, PS4, Xbox One, iOS, Android

I was a core developer of Death Squared throughout the end of 2016 through to 2018. A major component of my work was  porting the game from PC to the current generation consoles and mobile platforms as well as modifying the game and adding new features to support them. I was also responsible for building the game and launching the various versions. Death Squared was one of the first Australian games to be ported to the Nintendo Switch and saw significant success on the platform.

Post launch, I continued to support the game, designing new levels, adding new features and rolling out patches across multiple platforms. I also worked on UI design and implementation, as well as the scripted and dynamic voiceover system and supporting subtitles.

http://deathsquared.com/

© SMG Studio

Word Laces  (2018 – 2019)

Platforms: iOS, MacOS, Apple TV (Apple Arcade)

Word Laces is a casual word puzzle game developed by MiniMega and was among the first batch of games released on the Apple Arcade subscription service. I got involved with the project at a very early stage, setting up a project structure and some of the core systems that drove the game in Unity. Throughout the development of the game I built UI screens and elements according to the designer’s direction and assisted with general development.

© MiniMega Ltd

RISK: Global Domination  (2015)

Platforms: iOS, Android, Apple TV

Risk was the first project I worked on after joining SMG. The studio’s largest game to date, I came in during the final months of development before the game was launched. I was tasked with implementing parts of the UI. This involved working with designers and animators to create a dynamic, animated and reactive UI. I was not involved in the game again until 2018, where I worked on some ongoing maintenance issues, including memory/asset optimisation and balancing algorithms.

© SMG Studio, Hasbro

Days in Conflict (2016 – 2017)

Platforms: iOS, Android

Days in Conflict is a series of educational, interactive apps built in collaboration with the ABC which detail battles throughout World War 1 involving Australia and New Zealand. I was involved in building the 3D maps in the app, modelling and optimising 3D assets. I also coded new features, including the diorama viewer. These projects involved directly collaborating with the client to design new features, fine tune assets and demonstrate tools.

The apps can be downloaded from the following companion sites:

Battles of Fromelles and Poziéres:  http://www.abc.net.au/ww1-anzac/fromelles-pozieres/

Battles of Third Ypres: http://www.abc.net.au/ww1-anzac/passchendaele/

Battle of Beersheba: http://www.abc.net.au/ww1-anzac/beersheba/

© Australian Broadcasting Corporation

One More Bounce (2016)

Platforms: iOS, Android

One More Bounce is a game in SMG’s “One More…” series of mobile games. I was one of the primary developers on the project from its inception, building the UI system and contributing to the game system. I was also involved in the design and prototyping of new game modes, features and levels.

http://smgstudio.com/press/sheet.php?p=one_more_bounce

© SMG Studio

ReachOut Orb (2016)

Platforms: iOS, Android, PC, Mac

Reachout Orb is an educational game designed to encourage healthy social behaviours in young people and was targeted to be used in high schools. I helped design and implement aspects of the UI as well as aspects of the game design and systems. Post launch I supported the game with updates implementing feedback from users and school teachers.

https://schools.au.reachout.com/reachout-orb

© ReachOut

Legacy / On-Hold Projects

FPS Procedural Map Generator / Editor (On Hold)

My passion project for a number of years, this is a runtime level editor for a 90’s inspired FPS I was developing alongside. It allowed the user to easily create map layouts, play objects, pickups, enemies and start / goal positions.  The system started as a procedural map generator, able to generate abstract FPS maps using a number of different algorithms. Ideally the final product would be able to support both the editor and generator, potentially creating a huge variety of replayability. . I was working on it by myself however and the scope was too big for me to continue working on it once I became employed full time.

It’s a concept that I’m still very fond of and hopefully one day I can come back to it.

This is a playlist of progress videos I made on the procedural generation system (some of it is VERY old – I started working on it initially at university and has been completely rewritten at least twice) – Youtube Playlist