I'm (somewhat) active on these channels, feel free to have a look. Github is fairly empty as I prefer using perforce for my personal projects.
As Lead Programmer on Runescape: Dragonwilds, I worked across gameplay, networking, UI, CI/CD and pipeline tooling. My focus was shipping features, modernising legacy systems, improving iteration speed and leading engineering work across engine, gameplay and networking.
At Bulkhead I contributed to multiple gameplay systems on WARDOGS and integrated DLSS frame generation into a UE5 project. My time there was short due to redundancies, but I still had the chance to make meaningful technical contributions.
As a Game Engine R&D Specialist, I supported multiple Tencent teams using Unreal Engine with infrastructure and pipeline guidance. That included helping studios adopt Horde, UGS and UBA, while improving Perforce architecture and engine upgrade workflows through automated integration strategies.
I joined the Sharkmob studio situated in London in Novemeber 2022 as a Senior Gameplay Programmer and transition to Lead Core Tech Engineer after my first year. I worked on an unreleased title about which I can say we used Unreal Engine 5 and the project had a very large multiplayer component. I worked in many areas from engine networking to backend networking, gameplay systems, tooling, world generation and many more
I joined the CCP Games studio situated in London in October 2020 as a Senior Gameplay Programmer. I worked on Eve Vanguard, a first person shooter made with Unreal Engine 5. I worked on many areas of the game from networking to mission systems.
I joined Deep Silver Dambuster to work on the unfortunately now cancelled TimeSplitters reboot. The team were great to work with and the project was very exciting! Contributions were spread across many different areas of gameplay
My first job in the Games Industry was at Sumo Digital in Nottingham, joining when the office was blooming and had but 40 employees. By the time I finished it was over twice as big. I worked on numerous projects in my time at Sumo including Team Sonic Racing and Hot Shot Racing. I was also able to contribute to a co-dev to create content for Forza Horizon 4 which was a dream come true. I learned a huge amount from the massively experienced team including developing large codebases and releasing on consoles
I have worked on many projects from commercial games to funded indie development and, of course, game jams when I can find the time. Have a look at the my scrapbook
For context, the picture with the trolley full of toilet roll may eventually become a faint memory but it serves as a reminder to me of the early coronavirus toilet roll wars... and the fun I had gamifying it :)