A brief list of my experience in languages, platforms and applications.
Below are some of the various projects i've been involved with in my career.
AsteroidRage was developed for the PlayStation 4 using Sony’s proprietary PhyreEngine by a team of 2 programmers and 5 artists. The game revolved around two teams fighting around an asteroid in a sci-fi over the top arena sport.
Players were confined to a fixed area on the asteroid whilst projectiles could orbit, thus creating the main gameplay mechanic. This added danger of missed shots becoming potentially dangerous was achieved by mapping a Box2D physics system to the 3D world using Spherical mapping.
This solution allowed the game to use simple 2D physics from a reliable and world tested API, without sacrificing functionality of using a 3D approach.
PieceFall Mobile was Pitched based on feedback received by students who worked on the commercially released PieceFall for PlayStation 4. The initial pitch was to port the original PS4 Game into Unity to allow for deployment to mobile devices.
Key Concerns were usability of original assets and mobile control interfaces. The former was handled by working concurrently with artists from a sister development team who were working on an expansion to the original.
This allowed mesh performance of old and new assets to be adjusted. The latter required constant user testing as new gestures and control methods were attempted.