Motivated, professional and curious graphics programmer with 8+ years of experience. Keen interest in helping to realize a project’s vision by facilitating gripping visuals, high performance software and creating efficient tools.
Experience
Studio Gobo - Principal Graphics Programmer
2022 - Current
Primarily working on Lego Horizon Adventures for Playstation 5, PC and Switch. Pushing high-end visuals on compatible platforms whilst still providing a great experience on lower-end hardware with numerous bespoke graphics techniques. Some examples of my contributions include:
- Leading internal and external graphics teams, and co-ordination with other departments
- Design of highly scalable rendering pipeline for target platforms, with minimal additional development cost
- Identification and resolution of performance bottlenecks across CPU and GPU
- Mesh drawing modifications for runtime LEGO model recoloring
- Resolution of low-level PC GPU vendor specific crashes
- Improved tracking post-launch of GPU crashes
- Reduction of shadow cache invalidations
- HDR and ACES tonemapping improvements
- Ensuring Nintendo Switch GPU performance best-practices
- Efficient per-fragment SH baked Global Illumination on low end devices
- Improvements to GPU based light baking
- Baked bent-normal skylight diffuse and specular occlusion
- Additional debug visualisations (draw calls, GBuffer targets)
- Modification to depth-stencil tests for post-procesing techniques
- Resolved platform-specific shader compilation issues
Natural Motion (Zynga/T2)- Senior Graphics & Tools Programmer
2016 - 2022
Working on Star Wars : Hunters to bring AAA quality visuals to Android, iOS and Switch (and now PC). Some of my responsibilities included:
- Tight collaboration with art teams to realize their requirements in-engine.
- A focus on performance; creating isolated test scenarios to identify problem areas and allow for measurable iteration. In-depth analysis of performance data. Description and delegation of specific optimisation tasks for other teams.
- Low level optimisations to improve GPU throughput, synchronization and shader occupancy.
- Iteration on a novel stylized shading model, including light masking, graduated shadows and rim lighting.
- Disk and runtime memory reductions, including compressed cubemaps and shader bytecode.
- Per API accommodations for Vulkan, Metal, DirectX and Switch
- Numerous Unreal modifications, deep dives, and bug fixes. Upgrading of our customized engine to newer versions
- Development of tools for cosmetics assessment & image captures, shader cache creation and asset validation.
- Providing feedback and documentation for junior programmers and new team members. Voicing innovate ideas for the games development and production & asset pipelines
Prior to this I also worked as a gameplay & tools programmer on an unreleased Unity project.
Mobile App Development, Yorkshire
2014 - 2016
Development of mobile applications in both full time employment and as a contractor. This involved developing designs with clients, development of the software, and product lifecycle support. Includes work for brands such as Cancer Research UK, Yara International, Auntie Annes and Camden Market.
Education
University of York — 1:1 MEng (Hons) Computer Science with Artificial Intelligence
Thesis : An Evaluation of Independent Loop Closure for RGB-D SLAM
Additional
- Keen interest in audio-visuals, and computer generated