I was on the code/ design team for the VR Port of Vampire Survivors at Radical Forge, ensuring content and behaviour parity between the flat version and VR version, while also adding that VR twist.
I owned the optimisation and gameplay, all the way down to the custom built physics engine.
Prior to Vampire Survivors, I worked at Radical Forge on a number of unannounced projects embedded in various companies as an outsourced employee. Team sizes were typically greater than 50.
Squash/ Blockbreaker, in VR with pounding music, trippy environments and intense boss fights! I was on the Design Team, owned a couple of the bosses and the narrative and developed our Level Design tool within Unreal. I was also on the Release Build Team, facing down the beast of Certification and Gradle.
A historical, squad tactics, stealth game set during the months before D-Day in 1944. I owned the UI Juice implementation.
Working at Ryder Architecture I wrote custom code to extend their primary tool: Autodesk Revit. I attracted the attention of the Autodesk Revit software team who wanted to write an article about what I was working on as it was a significant time saver!