I am currently working as a Runtime Engineer on the ComputeAorta project at Codeplay Software
Scripting missions and systems as part of the Level Design team. Worked as part of the Level Design team on products produced by Rockstar North. Primarily used RAGE Script to add functionality to existing systems, create missions and create new systems.
Studied Pervasive Parallelism on a MSc course supervised by Taku Komura and funded by EPSRC. My thesis project is titled "Parallel Relationship Descriptors for Real-time Motion Adaptation". My primary focus was on optimising a method for motion retargetting so that it can be performed in real-time. This project made use of C++, OpenGL and OpenCL with the technique being optimised for GPGPU. My work during this time was published as part of a paper in Motion in Games 2015.
Studied Games Engineering at Edinburgh Napier University. Achieved first class honours, Lawrence Ho award and University Class Medal
Working knowledge of OpenGL, OpenCL, GLM, DirectX, and D3.
Much of my experience and interests is in making things fast. Thus I am familiar with parallel computing technologies, particularly OpenMP, MPI, DirectCompute, OpenCL and Geometry Shaders (HLSL/GLSL) and C++11 threads.
Working knowledge of Git and Perforce for versioning software.
Knowledge of OracleDB and MySQL for database management. Unity3D amd Visual Studio for applications developement.
Object Oriented Design, Software Design Patterns, Human Computer Interaction, Multithreaded Computer Models.
Graduating with highest academic achievement in class.
Best University Projects
Completed an online course on Storytelling.