Engine Experience
Senior programmer on UE4 VR projects at nDreams — Phantom: Covert Ops, Fracked and Far Cry VR, across PSVR, standalone headsets and location-based entertainment.
Unreal is a large C++ codebase, and I treat it like one. Nearly three decades of C++ means reading and modifying engine source is routine rather than a last resort when a feature needs to go deeper than Blueprints allow.
UE4 VR work across PSVR and location-based entertainment — the domain where comfort, presence and a hard frame budget dictate the design as much as the design does.
VR is the least forgiving performance target there is. A background in AAA console optimisation — graphics, visible surface determination and whole-codebase profiling passes — transfers directly.
Pitch and early project work — taking a concept to something playable and honest about its technical risks, fast enough that the answer still matters.
Materials, shader authoring and rendering features, informed by years of writing renderers from scratch rather than only configuring someone else's.
Console development from the Xbox 360 and PS3 era onwards — certification realities, platform constraints and the last mile of getting a build out the door.
All three were in development at nDreams during my time there; release years are shown.
VR stealth-action played entirely from a kayak — a design that puts the whole game inside one continuous locomotion system.
VR action shooter built around cover shooting and physical traversal — climbing and skiing between firefights.
Free-roam co-op VR made with Ubisoft for out-of-home venues — the location-based entertainment strand of the pitch and early project work.
nDreams