Available to hire
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.
Skills
Language
Javanese
Intermediate
Work Experience
Programmer at PlayEveryWare
April 1, 2025 - March 1, 2026Developed 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 at Double Eleven
February 1, 2022 - April 1, 2025Delivered 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 at HB Studios
August 1, 2016 - May 1, 2020Implemented 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 at Rebellion Developments
October 1, 2006 - August 1, 2016Developed and maintained gameplay, UI, animation, messaging, match setup, and lobby migration systems across multiple platforms. Updated inventory systems using animation/sound/graphics state machines with designer-configurable properties and natural termination behaviour. Implemented/extended third-person animation support systems, unifying designer instruction handling across playable characters and AI. Reduced multiplayer bandwidth for destructible objects by compressing/removing wasteful messages and limiting position syncing to relevant debris. Repurposed unused gib systems to add a skeleton enemy feature with correct physics behaviour while bypassing unnecessary network syncing. Refactored and standardized camera systems and improved online spectator camera synchronisation (direction, offset, FOV). Implemented achievements/stats/leaderboards, bullet camera/scoring/achievements, multiplayer connection/player initialisation messaging, matchmaking/server list interfaces, and various
Education
BSc Computer Science (2.2 Honours) at University of Liverpool
January 1, 2001 - January 1, 2006Qualifications
Industry Experience
Gaming, Software & Internet
Skills
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