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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 /cv/jumanji.org
parentb0ac31a3c47b84624df713b24f0a7eb79ab31bf1 (diff)
Fixing some things after proof reading
Diffstat (limited to 'cv/jumanji.org')
-rw-r--r--cv/jumanji.org8
1 files changed, 4 insertions, 4 deletions
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