diff options
| author | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-26 19:41:31 +0000 |
|---|---|---|
| committer | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-26 19:41:31 +0000 |
| commit | 701fb8c8d168889bba65b2ffcb0d67b6da92b7b8 (patch) | |
| tree | 4a2684363287fa9c6d6bbef87b748e4576dabb0c /cv/lara.org | |
| parent | b0ac31a3c47b84624df713b24f0a7eb79ab31bf1 (diff) | |
Fixing some things after proof reading
Diffstat (limited to 'cv/lara.org')
| -rw-r--r-- | cv/lara.org | 6 |
1 files changed, 3 insertions, 3 deletions
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a/cv/lara.org b/cv/lara.org index 1b6a84a..211e54c 100644 --- a/cv/lara.org +++ b/cv/lara.org @@ -8,14 +8,14 @@ game originally made for PC and console.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 |
