Game Developer, Funselektor
PC and Consoles, 2020 - 2024
• Implemented gameplay and UI systems, including unlockable levels, camera controls, and dynamic UI
• Helped with initial project launch, as well as development of 5 DLC post-launch.
• Extensive bug fixing and post-launch maintenance.
• Implemented dynamic physics props in Indonesia DLC.
• Responsible for world building level design in Indonesia and Australia DLCs, with objective of using props to both create believable dioramas and guide players around tracks.
Game Developer, Funselektor
PC, 2022 - 2024
FunCore is a game agnostic architecture developed at Funselektor with the intention of being a foundation for building future Funselektor games.
• Implemented UI State integration
• Implemented music and playlist management
• Implemented system for triggering and managing audio events
• Implemented an editor plugin that enables artists to setup and manage profiles that define the aesthetics of in game UI components without the need to touch code
Game Developer, Funselektor
PC and Consoles, 2020
• Implemented new UI in preparation for Switch port.
• Responsible for post-launch gameplay bug fixing.
Game Developer, Robot Circus
PC, 2020
• Responsible for implementing character special attacks based on designer specifications.
• Developed a component based system for sharing common attack elements between powers.
• Created and implemented music for in-game shop.
Game Developer, Moth Likely
iOS, 2018
• Responsible for implementing gameplay, UI, localization and Apple Store integration (including cloud save and IAP).
• Composed and implemented a dynamic music system with intensity that correlates with difficulty of gameplay.
• Co-designed gameplay loop.
• Recorded and implemented all sound effects.
Game Developer, Moth Likely
PC, 2019
• Responsible for implementing gameplay, UI, audio.
• Implemented first-person character controller and inventory system.
• Implemented custom physics for rock skimming on water mechanic.
• Implemented character animations.
• Created generative music system based on rock skimming mechanic.
Project Lead, Self-Published
iOS and Android, 2015
• Coordinated a remote international team from conception through to launch.
• Designed gameplay loop.
• Composed music and sound effects.
Game Developer, Moth Likely
PC, 2019
• Implemented gameplay, UI and music.
• Co-designed gameplay mechanics.
• Created interactive generative music system based on player built constellations.
Project Lead, Self-Published
PC, 2017
• Implemented gameplay, procedurally generated terrain and vegetation meshes, UI and audio.
• Developed an interactive, generative music system that responds to player input.
• Designed gameplay concept as a means to explore player wellbeing through gameplay.
• Selected for exhibition at Freeplay: Melbourne International Games Week 2017.
Project Lead, Self-Published
PC, 2017
• Implemented gameplay, UI, audio.
• Designed core gameplay loop around concept of replacing traditional roguelike combat with a music memory matching game.
• Created and implemented all art and audio.
Project Lead, Self-Published
PC, 2017
• Responsible for implementing gameplay, audio, UI.
• Developed a music system for procedurally generating relaxing piano music.
• Developed with the intention of exploring the improvement of player wellbeing through gameplay.
Project Lead, Self-Published
PC, 2017
• Designed and implemented a version of Conway’s Game of Life that also creates generative music.
• Audio events triggered on cell death, with pitch information determined by age of the cell.
• Implemented art, with cell colour determined by time spent alive.
• Based on an installation by the sound designer Earslap.
Project Lead, Self-Published
PC, 2017
• A generative music experiment exploring interplay between procedural generated visuals and audio.
• Implemented algorithm for procedurally generating trees.
• Audio events triggered sequentially in time, with pitch information based on the position and height of tree branches.