Portfolio
Professional
I worked as a games developer at Feral Interactive between 2014 and 2020. Below is a selection of games and features I have worked on.
Tropico iOS port
I worked on this from 2017 to 2019 - primarily on new UI features and tools to facilitate their creation and modification, but also on new mechanics and bug fixing.
Source: Let's Play Tropico (iPad Gameplay) #1 from War Master.
Source: COma Plays: Tropico [iOS] | Part 1: Tutorial from COmaGaming
Source: Let's Play Tropico (iPad Gameplay) #1 from War Master.
Source: Promotional image from Feral Interactive website.
XCOM 2 macOS and iOS ports
I worked on the macOS port from 2015-2016, and the iOS port from 2019-2020. My work on the macOS version was primarily bugfixing and ensuring our port worked identically to the Windows version.
My work on the iOS version was mostly concerned with the game's sound code and assets and its interactions with Wwise.
Promotional image from Feral Interactive website.
Alien: Isolation Switch port
I worked almost entirely on the sound code, fixing issues and investigating various avenues for performance improvement and HDD space usage.
Source: Alien: Isolation - The Best Switch Port? (Jimpressions) from Jim Sterling.
Deus Ex: Mankind Divided macOS port
I worked on this in 2017, mostly fixing a wide variety of bugs, from crashes to physics issues.
Promotional image from Feral Interactive website.
Academic & Hobbyist
Granular Materials
(OpenGL) "Granular Materials" - Dissertation for MSc Computer Graphics Programming at the University of Hull. The aim of this project was to investigate different types of impostors (low-poly representations of detailed objects) and adapting them for a GPU-simulated particle system, and then looking at the strengths and weaknesses of each technique. Coded in C++ and GLSL.
For a list of features, see the video's description.
Mongoose Model Viewer
3D model viewer application for Android devices. No longer available.
Jailers
Small game prototype written in Lua. Sporadically worked on. See GitHub.
Networked & Threaded Rigid Bodies
Coursework project for MSc module "Simulation and Concurrency" at the University of Hull. This program uses three threads: Graphics, simulation (physics) and networking. Networking uses UDP and TCP to split the simulation between two computers, with each computer owning half ot the objects. Coded in C++ and GLSL, using Windows threads and WinSock.
For a list of features, see the video's description.
OpenGL Seasonal Snowglobe
Coursework project for MSc modules "C++ Programming and Design" and "Real-time Graphics" at the University of Hull. Coded in C++ and GLSL.
Copyright © 2013-2021 Brad Ellis