During the development of Warden, I built multiple systems for the game that I then turned into generic plugins, and published on the Unity Asset Store.
Building and documenting code for public consumption, education and modification.
Complying with publishing requirements on the Asset Store, marketing products to other developers.
Providing support and updates for game development tools.
Teaching
2012-2017
I've had numerous roles teaching programming, Unity and other game development tools to a large variety of students in a number of different roles.
Experiences:
Taught Cert II in Programming (C#/XNA/Monogame) at AIE Canberra part-time for 2 years
Taught Cert III in Programming (C#/Unity) at AIE Canberra part-time for 2 years
Entrusted to rewrite AIE's Cert III coursework in 2014, modernizing and streamlining the course.
Designed and ran the first game programming stream at HACT.IO, a volunteer holiday workshop for kids.
Gave guest lectures on game development at CIT (Canberra Institute of Technology), Questacon (The National Science and Technology Centre), and the Festival of Ambitious Ideas.
Gameplay
The core of my experience, skills and drive is gameplay programming. From player input systems and world interaction mechanics, to enemy and agent behaviour and navigation, and everything in between.
I also have extensive experience with UI programming, inventory management systems, handling save data and integrating APIs and plugins.
Optimization
I have a passion for optimization and working with artists and other content creators to streamline workflows and remove bottlenecks. I'm experienced with the Unity Profiler and Frame Debugger, as well as optimizing drawcalls and shaders, and cultivating static and dynamic batching and GPU instancing in projects.
Production
I have extensive experience managing projects, teams and workflows, and I excel at faciliating cross-discipline communication. I have hands on experience participating in and organising scrum meetings, stand ups, and other tools of agile methodology, in both remote and on-site teams. As a producer I've created and managed burndown and Gantt charts, and planned dozens of projects via kanban software such as Trello.
Networking
I have extensive experience with designing and implementing synchronous netcode solutions in Unity and C#, particularly Photon Realtime, across multiple genres including FPS, strategy and mobile games.
I also have a strong understanding of the underlying technical fundamentals of networking.