Experience
Rocksteady - Engine Programmer/DevOps Engineer
May 2022 - Present
I joined Rocksteady, initially for a engine programmer role, but given my experience at Creative Assembly, we came up with a different role which is a hybrid between engine programmer and devops engineer.
As of May 2022 I joined Rocksteady, trying to improve the engine of Suicide Squad: Kill the Justice League as well as trying to improve the workflow making the game going from building tools in Python and C#, to using ImGui to add new debug UI to support developers where possible.
Creative Assembly - Engine Programmer
January 2022 - May 2022
Over the years at Creative Assembly, I started doing more side work that was more devops related. I spent hours in the evening trying to optimize workflow or build systems we used for Total War projects, both released games as well as games that are still in development.
Over time, when I had some time left over I had more devops work thrown my way (eg. I ported Warhammer 2 from an old build system to the new one, saving a lot of time for all programmers).
Eventually I made the decision to join the Core Tech team of Creative Assembly, and I became responsible for all Total War projects low level technology (boot, shutdown, build system, string library) and workflow optimizations.
I was a "bullet" programmer looking through the codebase for optimization possibilities (both runtime as well as readability) as well asking around to developers for their workflows and possible improvements for them.
Creative Assembly - AI Programmer
September 2019 - January 2022
I joined Creative Assembly in 2019 as an AI programmer straight graduating from Digital Arts & Entertainment. Usually graduate hires start out as a trainee, I was lucky enough to start out as a junior due to my deep level knowledge of C++, and quickly able to think on my feet. Something I'm very proud of.
I joined the Total War team and was an AI programmer on Warhammer 3.