diff options
| author | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-22 14:12:35 +0000 |
|---|---|---|
| committer | Philipp Geyer <philipp@geyer.co.uk> | 2022-01-22 14:12:35 +0000 |
| commit | ba4e78346aac1843890c1a889807b8e60bdf9419 (patch) | |
| tree | 5982ccc113872b20db69005bf8bb2addff492571 /cv | |
| parent | 93ea64f62c8056a532367600f53f69d4daa79ea3 (diff) | |
Some work on my website - should be looking half decent finally, and have some content
Diffstat (limited to 'cv')
| -rw-r--r-- | cv/backbreaker.org | 2 | ||||
| -rw-r--r-- | cv/boz.org | 29 | ||||
| -rw-r--r-- | cv/cars.org | 2 | ||||
| -rw-r--r-- | cv/codg.org | 2 | ||||
| -rw-r--r-- | cv/codo.org | 2 | ||||
| -rw-r--r-- | cv/doodle.org | 2 | ||||
| -rw-r--r-- | cv/freeblade.org | 2 | ||||
| -rw-r--r-- | cv/ghl.org | 22 | ||||
| -rw-r--r-- | cv/ghl_companion.org | 2 | ||||
| -rw-r--r-- | cv/hotwheels.org | 2 | ||||
| -rw-r--r-- | cv/index.org | 64 | ||||
| -rw-r--r-- | cv/juice.org | 2 | ||||
| -rw-r--r-- | cv/jumanji.org | 2 | ||||
| -rw-r--r-- | cv/lara.org | 24 | ||||
| -rw-r--r-- | cv/mickey.org | 2 | ||||
| -rw-r--r-- | cv/shark.org | 2 | ||||
| -rw-r--r-- | cv/toybox.org | 2 | ||||
| -rw-r--r-- | cv/transformers.org | 2 | ||||
| -rw-r--r-- | cv/vikings.org | 48 | ||||
| -rw-r--r-- | cv/wipeout.org | 2 |
20 files changed, 217 insertions, 0 deletions
diff --git a/cv/backbreaker.org b/cv/backbreaker.org new file mode 100644 index 0000000..63e262f --- /dev/null +++ b/cv/backbreaker.org @@ -0,0 +1,2 @@ +#+TITLE: Backbreaker 2: Vengeance +#+SLUG: 04 diff --git a/cv/boz.org b/cv/boz.org new file mode 100644 index 0000000..b4e064a --- /dev/null +++ b/cv/boz.org @@ -0,0 +1,29 @@ +#+TITLE: Call of Duty: Black Ops Zombies +#+SLUG: 03 + +[[url_for_img:static,file=images/cv/pexels-photo-5435454.jpeg][Photo by cottonbro from Pexels]] + +As with the earlier game I worked on, [[url_for:cv,slug=01][Lara Croft and the Guardian of +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 +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 +implementing fast lookup systems for interactables on the large maps. + +Regarding UI, one of the reasons that I managed to do so little, +despite being the developer with the most UI implementation +experience, and having the closest working relationship with the UI +artists, was that I had discovered a project called [[http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt][gameswf]]. I spent +two weeks integrating it with our in house rendering and asset +management systems, and then provided support throughout the rest of +the project for actionscript bugs, as well as optimising the rendering +by, for example, replacing the internal font rendering with hooks into +our own optimised bitmap font rendering systems. Overall, this allowed +the artists far more flexibility to create dynamic menu systems, and +allowed me to work on other game features. + +[[url_for_img:static,file=images/cv/pexels-photo-9818998.jpeg][Photo by Mario Wallner from Pexels]] diff --git a/cv/cars.org b/cv/cars.org new file mode 100644 index 0000000..9d04a51 --- /dev/null +++ b/cv/cars.org @@ -0,0 +1,2 @@ +#+TITLE: Disney Cars and Disney Planes +#+SLUG: 08 diff --git a/cv/codg.org b/cv/codg.org new file mode 100644 index 0000000..f60d64d --- /dev/null +++ b/cv/codg.org @@ -0,0 +1,2 @@ +#+TITLE: Call of Duty: Ghosts +#+SLUG: 12 diff --git a/cv/codo.org b/cv/codo.org new file mode 100644 index 0000000..a6c1c7c --- /dev/null +++ b/cv/codo.org @@ -0,0 +1,2 @@ +#+TITLE: Call of Duty Online +#+SLUG: 11 diff --git a/cv/doodle.org b/cv/doodle.org new file mode 100644 index 0000000..1716a76 --- /dev/null +++ b/cv/doodle.org @@ -0,0 +1,2 @@ +#+TITLE: Doodle Jump: Space Chase +#+SLUG: 16 diff --git a/cv/freeblade.org b/cv/freeblade.org new file mode 100644 index 0000000..99a1d95 --- /dev/null +++ b/cv/freeblade.org @@ -0,0 +1,2 @@ +#+TITLE: Freeblade +#+SLUG: 15 diff --git a/cv/ghl.org b/cv/ghl.org new file mode 100644 index 0000000..744bbef --- /dev/null +++ b/cv/ghl.org @@ -0,0 +1,22 @@ +#+TITLE: Guitar Hero: Live +#+SLUG: 09 + +[[url_for_img:static,file=images/cv/pexels-photo-165971.jpeg][Photo by Méline Waxx from Pexels]] + +I joined this project in the gameplay team, and I ended up working on +a number of systems, including UI and input. This was a really fun +project, as it was a game series that I grew up loving, and Guitar +Hero: Live added some really cool new features. + +Among other things, this was also my first attempt to use console dev +hardware, and I was set up to develop and test on PS3, Xbox 360, Wii-U +and iOS. I did the majority of my console development at the time on +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 +really enjoyed it. + +[[url_for_img:static,file=images/cv/pexels-photo-7886380.jpeg][Photo by Mikhail Nilov from Pexels]] diff --git a/cv/ghl_companion.org b/cv/ghl_companion.org new file mode 100644 index 0000000..34ee465 --- /dev/null +++ b/cv/ghl_companion.org @@ -0,0 +1,2 @@ +#+TITLE: Guitar Hero: Live - Companion App +#+SLUG: 10 diff --git a/cv/hotwheels.org b/cv/hotwheels.org new file mode 100644 index 0000000..5b2b0ee --- /dev/null +++ b/cv/hotwheels.org @@ -0,0 +1,2 @@ +#+TITLE: HotWheels Ultimate Garage +#+SLUG: 19 diff --git a/cv/index.org b/cv/index.org new file mode 100644 index 0000000..7c87746 --- /dev/null +++ b/cv/index.org @@ -0,0 +1,64 @@ +#+TITLE: Experience +#+SLUG: 00 +#+OPTIONS: toc:nil + +My CV has a list of my previous experiences on it, but given the +limited space, only very little can be said about them. So I decided +that I needed to showcase the work I did on them here. + +* Ideaworks Game Studio / Marmalade Game Studio +My first job out of university. I started in 2010 as a Junior +Programmer, and left in 2013. +- [[url_for:cv,slug=01][Lara Croft and the Guardian of Light (iOS)]] * +- [[url_for:cv,slug=02][Transformers 3: Dark of the Moon (iOS)]] +- [[url_for:cv,slug=03][Call of Duty: Black Ops Zombies (iOS)]] * +- [[url_for:cv,slug=04][Backbreaker 2: Vengeance]] +- [[url_for:cv,slug=05][Wipeout (iOS)]] +- [[url_for:cv,slug=06][Marmalade Juice]] + +* AppToyz +I did a little contract work, working on a few Disney licensed titles, +for a few months in 2013 +- [[url_for:cv,slug=07][Disney Mickey & Minnie Applingz]] +- [[url_for:cv,slug=08][Disney Cars and Disney Planes]] + +* FreeStyle Games +My first job after moving to 'Silicon Spa' in 2013 until 2016. +- [[url_for:cv,slug=09][Guitar Hero: Live]] * +- [[url_for:cv,slug=10][Guitar Hero: Live - Companion App]] +- [[url_for:cv,slug=11][Call of Duty Online]] +- [[url_for:cv,slug=12][Call of Duty: Ghosts]] + +* Viewpoint Games +After leaving FreeStyle in 2016, I joined a VR studio, started by +former colleagues until 2017. +- [[url_for:cv,slug=13][Hungry Shark VR]] +- [[url_for:cv,slug=14][Ghosts in the Toybox]] + +* Pixel Toys +I spent a few months in 2017 helping out with some development at +Pixel Toys. +- [[url_for:cv,slug=15][Freeblade]] + +* Hugo Games / 5th Planet Games +After leaving Pixel Toys, I joined a Nottingham based studio as a lead +programmer, to open a satellite studio in Leamington Spa from 2018 to 2019. +- [[url_for:cv,slug=16][Doodle Jump: Space Chase]] +- [[url_for:cv,slug=17][Vikings]] * + +* Funsolve +In 2019, I joined a Rugby based studio to take over the lead +programmer role. +- [[url_for:cv,slug=18][Jumanji: The Video Game]] +- [[url_for:cv,slug=19][Hotwheels Ultimate Garage]] + +* CUEi +Just before the pandemic hit in 2020, I joined Coventry University +Enterprises, to work on 'non-game games', using games technologies for +enterprise. +- On Demand rendering +- Layered rendering +- VR training simulation +- Distributed photorealistic rendering + +[[url_for_img:static,file=images/cv/pexels-photo-4978057.jpeg][Photo by Caleb Oquendo from Pexels]] diff --git a/cv/juice.org b/cv/juice.org new file mode 100644 index 0000000..a932f1c --- /dev/null +++ b/cv/juice.org @@ -0,0 +1,2 @@ +#+TITLE: Marmalade Juice +#+SLUG: 06 diff --git a/cv/jumanji.org b/cv/jumanji.org new file mode 100644 index 0000000..377536f --- /dev/null +++ b/cv/jumanji.org @@ -0,0 +1,2 @@ +#+TITLE: Jumanji: The Video Game +#+SLUG: 18 diff --git a/cv/lara.org b/cv/lara.org new file mode 100644 index 0000000..1b6a84a --- /dev/null +++ b/cv/lara.org @@ -0,0 +1,24 @@ +#+TITLE: Lara Croft and the Guardian of Light +#+SLUG: 01 + +[[url_for_img:static,file=images/cv/pexels-photo-257092.jpeg][Photo by Pixabay]] + +Lara Croft and the Guardian of Light was a 3rd person action adventure +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 +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 +objects, multiplayer programming, and setting up an extensible UI system. + +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 +locations. + +[[url_for_img:static,file=images/cv/pexels-photo-10761867.jpeg][Photo by Ted Webb from Pexels]] diff --git a/cv/mickey.org b/cv/mickey.org new file mode 100644 index 0000000..1d03229 --- /dev/null +++ b/cv/mickey.org @@ -0,0 +1,2 @@ +#+TITLE: Disney Applingz +#+SLUG: 07 diff --git a/cv/shark.org b/cv/shark.org new file mode 100644 index 0000000..c16c23b --- /dev/null +++ b/cv/shark.org @@ -0,0 +1,2 @@ +#+TITLE: Hungry Shark VR +#+SLUG: 13 diff --git a/cv/toybox.org b/cv/toybox.org new file mode 100644 index 0000000..840e740 --- /dev/null +++ b/cv/toybox.org @@ -0,0 +1,2 @@ +#+TITLE: Ghosts in the Toybox +#+SLUG: 14 diff --git a/cv/transformers.org b/cv/transformers.org new file mode 100644 index 0000000..ca89595 --- /dev/null +++ b/cv/transformers.org @@ -0,0 +1,2 @@ +#+TITLE: Transformers 3: Dark of the Moon +#+SLUG: 02 diff --git a/cv/vikings.org b/cv/vikings.org new file mode 100644 index 0000000..4a5c61f --- /dev/null +++ b/cv/vikings.org @@ -0,0 +1,48 @@ +#+TITLE: Vikings +#+SLUG: 17 + +[[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 +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. + +The best way that I could describe the game is, a multiplayer, +turnbased battle system, similar to, for example, Final Fantasy VII, +with team building and character collecting. + +The team we started off with was just me, a designer, and the artists +that had been on the project since the beginning. My first task was to +identify what we needed to get the project completed. I hired +programmers for the main game development, but then also found a +contract company to provide backend and network development +support. With the guidance of the backend expert, I designed an +architecture that would allow us to develop the game in a staged way, +so that it should not require major rewrites to add features or change +technologies when we scaled up. + +As we were already playing catchup on this project, which had been +running for some time before we got a hold of it, my primary goal was +to get an actual multiplayer game running as soon as possible, so, +while the art assets that had already been created were used, little +additional final UI was created or implemented. + +The next most important thing that was done on this project was for me +to work with the artists to attempt to formalise an art pipeline, +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 +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 +distributed version control, and git. + +Unfortunately this project did not get much further than just getting +the re-envisioned proof of concept done, as the TV series got +cancelled, causing the company to close the satellite studio that I +was a part of. + +[[url_for_img:static,file=images/cv/pexels-photo-6739035.jpeg][Photo by Dagmara Dombrovska from Pexels]] diff --git a/cv/wipeout.org b/cv/wipeout.org new file mode 100644 index 0000000..206cbfe --- /dev/null +++ b/cv/wipeout.org @@ -0,0 +1,2 @@ +#+TITLE: Wipeout +#+SLUG: 05 |
