Experience
2024 — Now
2024 — Now
London Area, United Kingdom
Building the future of connectivity as a Software Engineer in Reality Labs.
Helped our team ship "metaverse events" built using the new proprietary "Meta Horizon Engine" as lead engineer on several projects.
2023 — 2024
London, England, United Kingdom
Building the MSquared platform to enable brands to create metaverse experiences with 10k+ concurrent players using Unreal Engine 5 and C++. Code owner on multiple systems, collaborating with designers, producers, and engineers to define requirements, pair, and review code.
➡️ Engine & Rendering secondment:
âś” Enhanced core rendering tech to render 10k+ characters on low to mid-end PCs, Macs, and iOS devices.
âś” Wrote frustum culling code. Optimized it, reducing required triangle count by 70% and overhead from 4ms to 1ms per frame.
âś” Added features and exposed CVars to control triangle distribution among meshes and support multi-part characters.
âś” Fixed memory, garbage collection, and thread safety bugs in a 3rd party video streaming plugin.
âś” Enabled and documented easy profiling processes using Unreal Insights, Nvidia Nsight, and RenderDoc for gameplay engineers and artists.
âś” Supported development of an auto-profiling system leveraging our bespoke Telemetry pipeline.
➡️ Gameplay for MSquared Platform:
âś” Supported custom Telemetry Pipeline development, scalable and tenanted, built with GCP, BigQuery, and PubSub. Owned multi-threaded implementations and APIs in UE5 C++ and GoLang launcher. Drove adoption by 5 business use cases.
âś” Proposed, designed, and engineered scalable client-server networked observer-pattern PartyManager integrated with a PubNub backend for "Party" gameplay. Helped contractors improve our headless client scale-testing to support auth with our web backend for testing these features.
âś” Integrated with web services through web APIs for auth, web chat, and sign-in systems.
âś” Refactored Inventory system, improving abstraction and inheritance, reducing code duplication, and enhancing maintainability.
âś” Recognized for delivering a client project in my 2nd month, including UE4 to UE5 upgrade, content fixes, and engaging support from CI and engine teams.
2020 — 2023
Dundee, United Kingdom
â–ş At InGAME, I've been helping increase the scale and value of the Dundee Games Cluster by derisking innovative projects for local companies through applied games R&D and rapid prototyping. InGAME has so far funded 107 Collaborative R&D projects and stimulated ÂŁ6.9m in co-investment.
We won the TIGA Excellence in Games Research 2021 award.
✔ Lead Developer and Designer on location-based AR prototype for the Strand-Aldwych pedestrianisation project in London using Niantic’s Lightship ARDK. Collaboration between King’s College London, Playlines Studio, and InGAME. To be presented at XRchiving.london conference at KCL.
âś” Large-scale, outdoors AR prototype for a historical and cultural museum experience in collaboration with a client. Project Lead, Designer, and Engineer. Business Mentor for clients leading to them forming a new venture. Developed an AR Design Playbook/Framework.
âś” Mixed-initiative narrative generation tool using game-world simulation in collaboration with a Narrative Designer and client. Project Lead, Designer, and Engineer. Generating character backstories based on writer inputs. Presented paper at FDG 2022 in Athens. Developed a one-click CSV reader and code generation Unity Asset to support writer-coder collaboration.
✔ Adapted Google’s Design Sprint to a 3-day remote model. Led a Design Sprint with Industry challenge-holder and academic experts to produce a detailed project design and roadmap for a tool for generating dense forest canopy in Unity that’s optimized for VR.
âś” Other: Mentored Indie Developer through design breakdown and code review. Optimized 2D Flora Generation prototype and tool in Unity. Blood transfusion best-practices training game design and storyboarding for the NHS.
2019 — 2019
2019 — 2019
Lausanne Area, Switzerland
Helped polish and release Towaga: Among Shadows as a launch-title for Apple Arcade.
Developed new monsters, key boss battles, and a new game mode. Worked with an existing, 3 year old codebase. Tasks involved development and bug-fixing in Gameplay, Goal Oriented Action Planning (GOAP) AI, Physics, and UI. Helped the team meet several publisher deadlines.
Collaborated with and received regular feedback from the Lead Programmer, Producer, and Game Design team. Worked with an agile methodology using Trello, Slack, and Plastic SCM.
2018 — 2019
AlmerĂa Area, Spain
• Visualized complex biological neural activity data using Unity. Developed a visually appealing viewer for a worm connectome. Programmed UI and interaction, data parsing, shaders and visual effects, custom pathfinding, threading, and data playback.
• Developed a demonstration of C. Elegans with realistic muscle-driven movement navigating a simulated 3D environment towards a food source. Integrated and optimized Machine Learning for controlling the worm. Realistic physics-based worm capable of multi-part, muscle-driven movement inspired by nature. Works in 2D and 3D with obstacles.
The goal of iStein Neural Networks is to further human understanding of life, intelligence and consciousness, and then create real-world applications with a view to improving life for everyone. We have developed our own patent-pending deep-learning stack, which allows us to build larger, more-flexible, better-optimised neural networks than other industry leaders.
Education
Abertay University
BSc (Hons) Computer Games Application Development
MAGES Institute
Advanced Diploma in Game Design
MAAC
Certificate in Web Design and Animation
Cambridge School Indirapuram