AF

Andrew Fradley

Available to hire

Software developer with a strong focus on systems design and high-performance C++ code.

About

Software developer with a strong focus on systems design and high-performance C++ code. Experienced across multiple AAA titles, collaborating closely with cross-functional teams to implement, maintain, and extend gameplay, UI, tooling, and engine-side systems.

Works comfortably with agile practices, code reviews, source control, and testing. Has led efforts in telemetry/profiling, performance optimisation, save-system improvements, UGC tooling, and platform support—bringing complex features from prototypes to production while supporting artists and designers with robust in-engine tools.

  • 17 years' experience
  • Joined August 2026

Languages

  • JavaneseIntermediate

Industry experience

  • Gaming
  • Software & Internet

Work experience· 4 roles

Programmer · PlayEveryWareApr 2025 – Mar 2026 · 1 yr

Developed and maintained proprietary level, model, animation, and build tools for Crystal/Gex/Foundation. Supported artists with geometry/animation editing workflows and used tooling to reconstruct cut content into playable states. Implemented gameplay-adjacent features including animated wing attachments that integrate without modifying existing joints/animations. Added and extended remaster UI features such as new menus and an encyclopedia with model viewer/gallery functionality, including runtime loading/rendering/unloading of assets while preserving complex visual styles. Reconstructed the intro cutscene from assets that were originally pre-rendered for 4:3, fixing event scripting sequence triggers and restoring missing movement, lighting, and particle effects. Implemented a movie player supporting new video formats. Reassembled explorable regions from disjointed development modules and recovered lost editable data by modifying build tools and adding required scripting to assemble

Senior Programmer · Double ElevenFeb 2022 – Apr 2025 · 3 yrs 3 mos

Delivered performance and platform improvements across Unreal/Essence titles. Built prototype tooling in Age of Empires IV to extract existing assets as templates for customised imports. In Grounded, used engine and platform diagnostic tools to locate CPU/GPU/memory hot spots and refactored systems to meet strict performance limits. In The Outer Worlds 2 and Avowed, implemented PS5 support for the save system, improved loading times, and enhanced thumbnail streaming. Developed tools for creating/editing achievements and activities and exporting them for Sony’s DevNet/DevNet portals. Also integrated telemetry/profiling pipelines and contributed to in-game runtime profiling/telemetry display and server storage approaches as required by projects.

Software Engineer · HB StudiosAug 2016 – May 2020 · 3 yrs 10 mos

Implemented gameplay, UI, and player customisation systems across Ignite and Unity projects. Overhauled NBA Live 2019 player customisation menu layouts, including database retrieval of clothing/accessories and unlock/purchase logic. Developed story mode screens and progression logic. Implemented a tutorial system in an unannounced Unity project using success/failure testing of designer-authored tasks, including waypoint systems and environment triggers. In WWE 2K20, reverse engineered online/offline match setup screens and incorporated their backend functionality into a new UI interface, contributing to documentation and onboarding for other team members. Worked on menu navigation, screen layout, item placement, persistence/saving for unlockables/purchased items, and supporting tools and pipelines.

Programmer · Rebellion DevelopmentsOct 2006 – Aug 2016 · 9 yrs 11 mos

Education

BSc Computer Science (2.2 Honours) · University of Liverpool2001 – 2006

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