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authorPhilipp Geyer <philipp@geyer.co.uk>2022-01-26 19:41:31 +0000
committerPhilipp Geyer <philipp@geyer.co.uk>2022-01-26 19:41:31 +0000
commit701fb8c8d168889bba65b2ffcb0d67b6da92b7b8 (patch)
tree4a2684363287fa9c6d6bbef87b748e4576dabb0c
parentb0ac31a3c47b84624df713b24f0a7eb79ab31bf1 (diff)
Fixing some things after proof reading
-rw-r--r--cv/boz.org2
-rw-r--r--cv/doodle.org3
-rw-r--r--cv/ghl.org2
-rw-r--r--cv/jumanji.org8
-rw-r--r--cv/lara.org6
-rw-r--r--cv/vikings.org4
6 files changed, 12 insertions, 13 deletions
diff --git a/cv/boz.org b/cv/boz.org
index b4e064a..afa4587 100644
--- a/cv/boz.org
+++ b/cv/boz.org
@@ -8,7 +8,7 @@ Light]], we were working to recreate a console and PC title on
mobile. The studio had previously already worked on Call of Duty:
World at War Zombies, so we begun with that project as a start.
-Given the amount of UI that I had done on previous projects, I
+Given the amount of UI work that I had done on previous projects, I
requested to work on other things as well. As such, I had a bit more
experience on this game, working with all the different systems. This
included writing a lot more set piece scenarios, as well as
diff --git a/cv/doodle.org b/cv/doodle.org
index 035a15e..0cd2de2 100644
--- a/cv/doodle.org
+++ b/cv/doodle.org
@@ -5,8 +5,7 @@
This project was already well in development by the time I joined the
studio. One of my initial tasks was to do a review of the codebase and
-suggest improvements. From there, I implemented a few changes, and
-refactored a bit.
+suggest improvements.
The immediate issue was performance, there were several systems in the
game which caused significant issues in both editor and runtime
diff --git a/cv/ghl.org b/cv/ghl.org
index 744bbef..6829ec1 100644
--- a/cv/ghl.org
+++ b/cv/ghl.org
@@ -16,7 +16,7 @@ the PS3 though.
The development time on the game was sometimes not the easiest, with
ubiquitous crunch rearing its head, as well as a plethora of bugs,
which were complicated by the multiple platforms, online capabilities,
-and peripherals, but I feel I learned a lot from the experience, and
+and peripherals - but I feel I learned a lot from the experience, and
really enjoyed it.
[[url_for_img:static,file=images/cv/pexels-photo-7886380.jpeg][Photo by Mikhail Nilov from Pexels]]
diff --git a/cv/jumanji.org b/cv/jumanji.org
index 59b6f07..72ee51f 100644
--- a/cv/jumanji.org
+++ b/cv/jumanji.org
@@ -8,15 +8,15 @@ the game to run on Nintendo Switch. Prior to this it had only been
tested on PC, and on Sony PS4. As such, it took a good deal of
optimisation to run at anything resembling a reasonable
framerate. This involved playing around with the Unreal profiling
-tools, as well as write some profiling systems myself, and liasing
+tools, as well as writing some profiling systems myself, and liaising
with, usually artists, to get compromises working which would be
acceptable as a final product.
I didn't find myself doing too much feature work on Jumanji,
unfortunately, as a lot of my time was spent managing the team,
-liasing with art and design to make sure they got what they got, when
-they needed it, and what little time I did get, was mostly spent
-optimising performance, and bug fixing.
+liaising with art and design to make sure they got what they wanted, when
+they needed it, and what little time I did get was mostly spent
+optimising performance and bug fixing.
This project was a first for me in many ways, including the first time I
used Unreal's Blueprints properly, and the first time that I was
diff --git a/cv/lara.org b/cv/lara.org
index 1b6a84a..211e54c 100644
--- a/cv/lara.org
+++ b/cv/lara.org
@@ -8,14 +8,14 @@ game originally made for PC and console. My first project while at
Ideaworks Game Studio, was to work on a recreation of this game for
mobile platforms.
-The game was written with in house tech, in C++. We had access to
+The game was written with in-house tech, in C++. We had access to
console game assets, but we created mobile optimised assets for use in
the game.
-My work in the game involved implementing game systems for setpiece
+My work in the game involved implementing systems for setpiece
objects, multiplayer programming, and setting up an extensible UI system.
-We were using an in house UI solution, which used a C-style layout
+We were using an in-house UI solution, which used a C-style layout
language. One of my main jobs was to work with this system, making
custom widgets, as well as a library of reusable components with which
we could quickly develop the UI, and share resources between
diff --git a/cv/vikings.org b/cv/vikings.org
index 4a5c61f..ca0218b 100644
--- a/cv/vikings.org
+++ b/cv/vikings.org
@@ -3,7 +3,7 @@
[[url_for_img:static,file=images/cv/pexels-photo-5023698.jpeg][Photo by Erik Mclean from Pexels]]
-This was a project that interested me greatly. It was a tie in with
+This was a project that interested me greatly. It was a tie-in with
the Netflix series of the same name. Unfortunately I inherited a
project that had come from a previous design iteration, so while we
had some work to begin with, a large amount of it had to be restarted.
@@ -34,7 +34,7 @@ especially for animation, so that we had a reliable way to get high
quality animations importing correctly.
The final thing that I did was migrate the project from an aging
-Subversion system running in house to a cloud based git project. This
+Subversion system running in-house to a cloud based git repository. This
was primarily because we were working across multiple studios and I
felt this was the most reliable way to be able to run the project
smoothly. I provided training and support for those unfamiliar with