Experienced Games Programmer
Multiple years experience working on 2 AAA games doing Rendering, Tools, Systems, and Gameplay programming for games and their proprietary engines.

About

Games Programmer
Hi I'm Ang! I'm a Games Programmer with 4 years experience working on 2 AAA titles looking for my next opportunity. I'm a driven individual always looking to learn something new and improve my skill set.
My most recent experience is working as a rendering engineer however I'm very versatile and have written custom tooling for a AAA game engine and worked on multiple proprietary engines.
When I'm not working I love playing games, taking part in game jams, and doing the computer free activities of Warhammer and Gardening.
Resume
Work Experience
d3t ltd
Jun, 2023 - CurrentUnannounced AAA Project - Rendering Engineer
During the summer of 2023 I moved from my role developing tooling to runtime work on the rendering of the game. In this role I worked on a variety of rendering tasks with my responsibilities including:
- Investigating, debugging, and fixing rendering bugs within complex systems, such as dynamic weather.
- Implementing new features based on content team specifications.
- Working with other departments to develop new debugging option and workflows.
- Understanding, documenting, and improving legacy code.
d3t ltd
Feb, 2022 - Jun, 2023Unannounced AAA Project - Tools Engineer
Following the completion of the Marvel's Gotg I moved onto another AAA co-dev project within d3t, on this project I began by working as an extension of the client's internal tools team developing a range of improvements to their tooling including but not limited to:
- Profiling, researching, and implementing performance improvements to the editor.
- Working with content teams to develop new tooling for bespoke workflows.
- Understanding, documenting, and improving legacy tooling.
d3t ltd
Jun, 2021 - Feb, 2022Marvel's Guardians of the Galaxy - Outsourced Engineer
Upon joining d3t I started as part of the Marvel's Guardians of the Galaxy co-dev team where I helped develop the PC port of the game. In this role I worked in the runtime codebase, used the Dawn engine and took on a variety of pieces of programming work including Gameplay, UI, and Rendering.
My Education
I've always been interested in maths, computing, and games so focused my education on getting into the industry.
University of Staffordshire
2017-2021BSc Computer Games Programming
I completed a bachelor of science in computer games programming, completing the degree with first class honours.
Brighton Hove & Sussex Sixth Form College
2013 - 2016A levels
I completed A level mathematics, further mathematics, and computing.
Portfolio
- All Work
- Industry
- Univeristy
- Personal

Un-Announced AAA Game
For the last 3 years I have been working on an exciting AAA game that for NDA reasons cannot be disclosed on here. On this project I have worked in tools development, optimisation, and since June 2023 I have been working as a rendering programmer implementing new bespoke rendering features and working with art teams.

Guardians of the Galaxy
When I joined d3t I started as part of the Guardians of the Galaxy outsource team where I helped develop the PC port of the game. In this role I worked in the codebase of a game build on a proprietary engine and took on a variety of different pieces of programming work including Gameplay, UI, and Rendering.

GGJ 2025 - Hop On!
My most recent Game Jam! We created a 2D platformer in Unity where you play as a frog trying to blow bubbles to escape a cave, in this Jam I learned about Unity's rendering pipeline by implementing post processing effects in Unity, helped with pair programming, setup audio emitting code, did audio sourcing, and helped design the game.

Advanced Graphics and Rendering Module
I originally used directx 12 as my API of choice but eventually chose to switch to 11 as I was much more familiar with it and found it easier to debug. I programmed a camera movement system, and imgui to make object and light manipulation easier then began implementing normal mapping, parallax then self-shadowing. Then added rendering to texture, which developed into rendering to full screen quad. Then I worked on small screen space effects such as motion blur, HDR, and depth of field. At this point I began to attempt Shadow mapping, having understood the concept quite well; to simplify depth buffer pass, shadow map generation, then map sampling and depth comparrison, unfortunately I did not have time to finish this before the short deadline but plan on returning to it in future though most likely in DirectX 12.
Work achieved a First.
Erebus Game Engine
In my final year of Univeristy I worked as part of a group to develop a game engine and develop a game using the engine. On this project I took on implementing a Unity Style animation node graph and backing data structures using ImGui, along with this I also implemented our engine's event callback system, and file management systems. When it came to group organisation the role of project manager landed on me, this required me to understand the skill-sets of my teammates, leading weekly scrums, and assigning work.
Work achieved a First.
Colour Theory
Our team, monocode, designed, prototyped and created a physics based puzzle game inspired by portal in Unreal Engine 4. The player changes the properties of cubes using a colour gun and must solve a variety of puzzles. My specific work on the programming side was on two cubes, one that attracts and stores all other cubes near it, and another that deletes itself after ten seconds. I also worked on the gun, setting up scripts that change certain materials on the gun based on what colour property is active. Another role of mine was to try and keep the team organised by maintaining the Trello board we shared and keepig it updated with what tasks were ongoing, done or being scrapped. I also designed the introductory levels to make sure the player understood how the main gameplay worked
Work achieved a First.
GGJ 2021 - Press 'B' To Bark
For Global Game Jam 2021 I worked in a small team of 4, we created a 3rd person adventure game where you play as a dog trying to find your way home and helping people along the way. On this project I worked as a programmer, project manager, along with doing the 3D models for the player and the items.

Tank AI
For my AI module I created a tank AI with the aim of competing in a group arena battle; this was unfortunately changed so that instead the AI should navigate a maze collecting crates and avoiding enemies. This involved programming a fuzzy state machine that handles 11 states and pathfinding based on the Dynamic Recursion Search algorithm.
Work achieved a First.
Scott Vs Networking
My First ever Project in C#! A networked chat client, that allows users to connect to a server and send messages using UDP or TCP, you can also wisper to other clients using their usernames displayed in the right hand panel, implemented techniques such as multithreading and thread locks. I also produced a small networked game that allows two users to play a more basic version of the fan favourite Scott Pilgrim vs. the World the game online for which I wrote my own rendering and animation system using windows forms Bitmaps, and collisions were handled using box.
Work achieved a First.
Environment Generation Plug-In
A work in progress. An environment generation plugin for Unity that generates a grid map of a set size and populates it with trees, tents and a river that paths from one side of the map to the other. The grid size, denisty of trees and amount of rivers (max two) can all be set in editor.

GGJ 20219 - Fridge Raiders
The first Game Jam I've ever Participated in! We created a wave based game where you must defend your fridge from enemies. Made in Unreal 4 using both blueprint and C++ in just 48 hours: I Created the pick up and weapon system along with the camera, and also did a lot of bug fixes for the other two programmers. I learned how to create cinematic cameras in unreal and used them to create a background for the start menu.
Technical Skills
C++
8+ years experience programming in C++, including 4 years in industry.
C#
1.5 years using C# professionally in industry.
HLSL
Worked using hlsl to complete rendering work for a AAA game.
Unreal Engine 4
I have experience using Unreal Engine 4 through Univeristy and in game jams.
Unity
I have experience using Unity through University and in game jams.
DirectX 11 & 12
In industry I have worked as a rendering engineer developing a AAA game in DirectX 12. Through Univeristy I developed a range of different rendering and physics frameworks within DirectX 11.
Visual Studio
I have 8 years experience using Visual Studio along with extensions such as Visual Assist. I have a broad range of experience using Visual Studio's built in debugging and profiling features.
WPF & UWP
I have used WPF and UWP in industry to develop bespoke tooling based on user requirements.
Rendering
I have experience and skills in industry writing AAA standard rendering code and using debugging tools such as PIX to profile and debug this code.
Mathematics
Stong background in mathematics from A Levels through to Industry.
Source Control
Perforce, 4 years experience using perforce in industry. 7 years experience using GitHub for Academic and Personal projects.
PIX & Win PIX
2 years using PIX software to debug and investigate rendering issues.
System Architecure and Design
Experience and skills in designing architecture for new bespoke features and pipelines for AAA games.
Design Patterns
Strong knowledge of design patterns and experience applying them in Industry.
Profiling and Optimisation
Experience completing profiling work on features proprietary AAA codebases and actioning the findings with measured optimisations.
Xbox Development Kit Experience
Experience using Xbox Development Kits and developing for the Xbox Platform.