Résumé
A brief overview of my education, career, skills, and some of the events and competitions I have participated in.
Curriculum vitae in summarium
- Graduated with merit from LIT Tipperary with an Honours BSc in Game Design & Development
- Graduated with merit with an MSc in Data Science
- Game published on the Windows Store for Phone and PCWindows 8 only
- Won both the App Hero and App Me Up contests run by Microsoft
- My team won the Robocode Robot Rumble
Game developer at 2 studios on 4 games
- Ported a VR game from Playstation VR to Steam VR and Oculus
- Developed a Disney game for Apple Arcade
- Worked on a game that was cancelled and never released
- lead engineering on a proof of concept game that did not get published
- Software engineer at 3 companies on 4 products
Career
Software engineer at Avaya
- While working on the first project I was tapped to join a newly formed team for the expansion of a high value product into Ireland
- Developed a DSL to consolidate and simplify the many disparate setup scripts during installation
- Paired with the most senior engineer to implement a FIPS compliant mode in order to allowing selling the product to the government of the United States of America
- Developed a tool that allowed for faster and easier deployment of new environments which enabled a much fast iteration cycle of development and testing
Game developer at Warducks
- Initially contracted to port their game from PSVR to Steam VR and Oculus,
this task involved:
- Implement several new generic systems such as an achievement system and a setup system to handle miscellaneous tasks needed by the different platforms
- Huge refactor of the codebase to move direct references to the Playstation API into an implementation of the new systems
- Implement new Steam and Oculus systems
- Research and implement a way of automating the different builds, usually a trivial task in Unity, was made difficult by Oculus being a PC build which meant that the built in platform builds couldn't be used out of the box
- Worked with their art director to develop a POC to submit for publishing
but sadly it was not picked up
- This task involved researching astronomy and recreating an exact model of the solar system including the position of the planets at specific dates as well as several QOL features to aid teaching and learning
- Reworked their website to modernise it and match their newly expanded remit
- Initially contracted to port their game from PSVR to Steam VR and Oculus,
this task involved:
Technical lead at Ericsson
- Review all submissions to ensure that all proper processes were being followed and that everything committed by my team met a high standard of quality
- Regularly liaise with the technical leads of other teams to ensure cross product compatibility, keep the goals and roadmaps of our teams aligned, and reduce the siloing of knowledge
- Developed many Jenkins pipelines to improve team efficiency and effectiveness
- Developed an algorithm to solve a sort of knapsack problem where a set of resources needed to be deployed with affinity and anti-affinity rules where affinity was mandatory and meant that the resources MUST be deployed to the same physical server while anti-affinity was preferred and meant that the resources MUST NOT be deployed to the same physical server if possible, and if not only the minimum number of anti-affinity rules may be relaxed
Game developer at Mighty Bear Games
- Worked on Disney Melee Mania for Apple Arcade
- One the major contributions to this game I made was the First Time User
Experience: being responsible for
- Tutorial level
- Guided tour of the UI
- User's first few matches, having them play with bots entirely, slowly increasing the number of real players to ensure an enjoyable first few games
- Tooltips throughout the first few matches and on navigating to a new menu for the first time
- Developed the daily rewards system to aid user retention
- Developed the boss spawning and management system
- One the major contributions to this game I made was the First Time User
Experience: being responsible for
- Worked on the initial stages of a multi-platform, cozy, merge game while working there but the project was cancelled before it was ever released
- Worked on Disney Melee Mania for Apple Arcade
Software engineer
- Successfully implemented several regulatory feature to ensure legal compliance
- Lead an initiative to greatly improve the documentation and formalise the processes at work
- Developed several reusable useful tools, scripts, and utilities to improve overall team productivity, effectiveness, and efficiency
Skills
- Game Design
- Game Development
- Game Mechanics
- Game AI
- Maths
- Machine Learning
- C
- C++
- C#
- Java
- Lisp (Scheme)
- Python
- JavaScript
- CSS / SCSS
- HTML
- Shell Scripting
- Git
- Linux
- Godot
- Unity3D
- Unreal Engine
- TIC 80
- ReactiveX
- ECS
Events
- GGJ 2012
- GGJ 2013
- GGJ 2014
GGJ 2018
This was the first game jam where I managed to achieve all of my initial goals, which was especially noteworthy since it was also the first one where I was working alone.- WOWZAPP 2012
- Cork Game Craft 2013
Games Fleadh 2012
My team won the Robocode Robot Rumble, where we had to write the A.I. for a tank and have it compete against several other tanks programmed by other teams from different colleges in a mass, arena style combat. I was responsible for enemy avoidance and dodging projectiles.Games Fleadh 2013
With two other students I made an infinite wave attack tank game with a really nice radar system that I was quite proud of making.- Games Fleadh 2014
- Games Fleadh 2015