Engine Experience
Three engines of my own written from the ground up in C and C++ — GLToy, then Cerebro, and now Una. Renderers, resource pipelines, physics integration, platform layers and the tools around them, across 28+ years of C++ on consoles, desktop, mobile and VR.
Renderer architecture and graphics features from the API up — OpenGL, Direct3D and console-native pipelines. Dynamic lighting, special effects, post-processing chains and shader authoring in HLSL and GLSL.
Subsystem and module design, asset and resource pipelines, serialisation, memory management, and the platform abstraction layers that keep one codebase running on very different hardware.
Optimisation under shipping deadlines — including a whole-codebase pass across the final eight weeks of Bodycount. Visible surface determination, draw call reduction, cache-aware data layout and GPU profiling.
Physics integration, collision and simulation, plus the mathematics underneath it — implicit surfaces, procedural generation and numerical methods. Maths and physics are the hobby as well as the job.
Native work well beyond games: compositing software at The Foundry, an infinite-canvas drawing renderer at Mischief, data profiling tooling in MFC/ATL/WTL, and native iOS and Android layers.
Windows 3.1 through 11, most console generations, Linux, Mac OS X, iOS, Android and various VR headsets — including bring-up and early tech work on then-unreleased hardware.
Games and applications built on in-house and custom engines rather than a commercial one. Release years are shown — on several of these the work was done well before ship.
Graphics and special effects work, plus engine features and fixes on Rebellion's in-house technology.
Engine features and fixes as required through development.
Design and implementation of graphics and special effects, plus key gameplay features.
Rendering and engine-level work on Rebellion's in-house technology.
Rendering and engine-level work on Rebellion's in-house technology.
Graphics and special effects, the visible surface determination solution, and a whole-codebase optimisation pass over the final eight weeks.
Augmented reality stargazing on a custom cross-platform engine — audio, rendering, networking, systems, gameplay and UI. Rated #1 educational product on Google Play.
2D procedural platformer on the same custom technology. Reached #1 free kids game on the Mac App Store.
Two further Rebellion projects cancelled before release, and early tech work on then-unannounced platforms at Codemasters.
Current engine — the Unreal killer
Cranium Software
Personal engine project
The Foundry
Made With Mischief, Inc.
Escapist Games Limited
Codemasters
Rebellion