Space Ape Work

SMG Studio Work

Self-Published Work

My work at Space Ape Games (2018 - present)

At Space Ape, I'm an all-rounder programmer working on gameplay features for live game titles on Android and iOS, as well as prototype work on unannounced games.

Treasure Tails - King of Mischief

Feb 2018 - Jan 2019

  • Prototyped early gameplay mechanics to find the fun, and generate depth in the core interactions
  • Implemented UI and prototyped ideas for first-stage metagame around building villages with people
  • UI implementation and refinement

Transformers: Earth Wars

Feb 2018 - Jan 2019

  • Developed brand new gameplay features such as Raid Events as the game progressed into Live Operations mode
  • Implemented systems upgrades and maintenance work such as a transition to the Git Large File System
  • Bug fixes and designer-focused tools development, such as Streaming Assets tech


My work at SMG Studio / Soap Creative (2015 - 2018)

At SMG Studio, I was an all-rounder programmer working across gameplay, UI, physics, plugins, version control, and intra-team communications.

Fast and Furious: Takedown

Sep 2016 - Feb 2018

  • Developed core gameplay features, including driving controls, car physics, and suspension systems
  • Implemented menu screen and in-game-HUD designs through code, based on reference motion-guides
  • Built editor tools and integrations for the artists to create a comprehensive vehicle design workflow
  • Assisted in designing CG shaders for the car paints

Death Squared

May 2016 - Aug 2016

  • Assisted in programming a bespoke quad-based UI system to improve performance over Unity's basic UI system
  • Implemented menu screen and in-game-HUD designs through code, based on reference motion-guides
  • Created achievements-tracking system for use across PSN/Xbox Live/Steam achievement platforms

Thumb Drift

Nov 2015 - June 2016

  • Worked with the lead programmer to design and implement the game architecture
  • Implemented menu screen and in-game-HUD designs through code
  • Built visual-quality system for granular control of effects such as smoke and tyre-marks, in order to deliver a better experience on a wide range of mobile devices
  • Optimised vertex/fragment shaders to run well on a large range of devices across Android and iOS
  • Implement mobile advertising plugins, social features such as Apple Game Center and Google Play Games, as well as in-app-purchases across all platforms

Hasbro Risk: Global Domination

Aug 2015 - Nov 2015

  • Created achievements-tracking system for use across Android and iOS achievement platforms
  • Developed functionality to generate icons of countries at compile-time using a render-to-texture system
  • Implemented sound-effects throughout the game and made improvements to the audio management system

One More Line: Steam Edition

Jul 2015 - Aug 2015

  • Performed builds and submissions to the Steam platform
  • Implemented bug-fixes and special post-release content updates
  • Version Control (Git) management of branches and merges across Android/iOS/Steam versions of the game

Thumb Drift: Apple TV Edition

Aug 2016

  • Tasked with delivering an Apple TV version of Thumb Drift within 3 weeks
  • Led the design and implementation of new features specific to the Apple TV platform
  • Coordinated with designers and artists to produce new 16:9 aspect-ratio UI layouts and interaction for the Apple TV version, based on mobile version's 2:3 ratio
  • Interfaced with Apple Developer Relations team to build a tilt control system for this version of the game

One More Dash: Windows Store

Sep 2015

  • Sole developer charged with porting the game to Windows 10, Windows 8.1 and Windows Phone 8
  • Implemented new advertising frameworks, in-app-purchasing capabilities, and sharing functionality


Self-Published Games (2011 - present)

In my own time, I've concepted, designed, programmed, and maintained a number of games across Android, iOS, BlackBerry, Windows Phone and PC

Super Cricket All Stars

April 2020 - January 2022

  • Improved the fast-paced cricket engine for maximum performance across all devices
  • Built and maintained a Live-Ops pipeline with PlayFab backend services
  • Created Live Events weekly for players, using server-side logic to organise and distribute prizes for leaderboards
  • Used BI tools and analytics platforms to make data-driven decisions on new game features, tuning difficulties, and general game growth strategy
  • Built and maintained an in-game Economy for players to own and manage their cricket teams; generated IAP revenue through virtual items

SUPER CRICKET 2

Dec 2014 - present

  • Designed a fast-paced, stripped-down version of cricket for mobile
  • Maintained a strong userbase of 30,000 Daily Active Users through continuous updates over 2 years
  • Built a system to override gameplay curves through server-side data files
  • Developed and tested multiple app monetisation strategies
  • Started building a larger economy system with virtual currencies and sources/sinks in order to drive better long-term interaction

BLASTR

July - Nov 2014

  • Designed a linear third-person character adventure with multiple levels and interactions
  • Built a physics-based weapons system that would interact with enemies by pushing or pulling them with magnetic forces
  • Developed a bespoke spoken-dialogue engine and music cue system
  • Concepted and created all art assets; 3D models, textures, and UI
  • Showcased at a Microsoft-sponsored booth at Penny Arcade Expo Australia

Air Racing

Nov 2013

  • My attempt at bringing the thrills of the Red Bull Air Race to mobile devices, with simple mechanics that are hard to master
  • One of my first games on the Unity engine, I did all the art, code, and design
  • Custom flight controls and checkpointing system

Cargo: Locked and Loaded

Jan 2014 - Feb 2014

  • I was inspired to explore Uncharted's aesthetic and atmosphere in my own games. Only a couple of weeks into development did I realise how immense the task was!
  • Character animations, keyframing, and using Mecanim was a part of the development process
  • Implemented dynamic camera system that combined character tracking with pre-built camera patterns when in special locations

DownForce - V8 Preview

Sep 2013 - Dec 2013

  • One more my first 3D games. I used this to learn the basics of 3D texturing, modelling, etc.
  • Built a motorsport race director system that keeps track of all racers' laptimes, positions on track, and checkpoints

Bouncy and the Apple

Oct 2011 - Nov 2011

  • HTML Canvas-based 2D game using custom Javascript engine
  • Utilised the experimental Mozilla Gamepad API to implement controller support in-browser
  • Created achievements system, UI layer using the DOM, an audio engine with SFX and music
  • Won the Mozilla Dev Derby for succesfully utilising the HTML5 Canvas element