Assisted Mischief with optimisation, UI, polish and dejanking on Adios. Also ported the game to the Nintendo Switch.
Contracted by Nightdive Studios to optimise System Shock's performance for its appearance at GDC 2019. Got the demo presentable at 60FPS in HD.
Briefly helped out Summerfall Studios with some technical art and console concerns on their roleplaying musical Stray Gods.
Worked for a few years as a Systems Designer/Technical Designer on Weird West. Designed or implemented many of its systems, and later its official First Person Mod.
Worked VFX for Uppercut Games, creators of Submerged and City of Brass, on an unannounced project. Used Niagara, Blueprint, materials, etc.
Worked as a Technical Designer at Free Range Games on an unannounced title. Built a lot of cool editor tools and game systems.
Tech Design'd for a few years on The Siege and the Sandfox, including a custom AI plugin to handle iterative AI design better than Unreal's behaviour trees.
Helped out on Primal Carnage Onslaught with various polish such as effects, gun-feel and VR tutorial systems.
Assisted with Transmission by Cardboard Sword. Built road authoring tools and other systems.
Contracted by Unity in 2016 to spend time with various level design tools and advise Unity on how best to improve its inbuilt level design support.
Assisted Modern Storyteller with NPC dialogue and conversation systems early in the development of The Forgotten City.
Handled motion-controlled rowing, AI systems, etc for Immersive Entertainment's "Grand Canyon VR Experience".