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About
I am a postgraduate programming student at Birmingham City University on their MSc Video Games Development (Gamer Camp) course, which is run as a real game studio environment with a full team of producers, artists, designers, and programmers.
I've used multiple technologies, with a key focus on Unreal Engine 4 and C++, which coupled with the MSc simulated development studio gives me valuable real-world team-based development experience.
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Below is a list of my skills, technologies that I've worked with, and programming languages that I'm familiar with. If you want to learn more about a skill or my experience and how I've applied it, please click the dropdown arrow to expand it and see more information.

Skills and Experience
My favourite thing to code is physics.(https://github.com/flyscript/Angels-High) I have a large afinity for the sim-cade style, which I feel draws a nice balance between arcade and realism; not too difficult to pick up, but realistic enough to be engaging and challenging.
This is best exemplified through my newa(https://github.com/flyscript/Angels-High)nd old (https://www.roblox.com/games/178719906/Jetstrike)flight simulators and space (https://www.roblox.com/games/198809572/Void)projects. The more recent of which focuses on harder realisim; with true-to-life ASI, lift, drag, and momentum equations for a realistic experience.(https://github.com/flyscript/Angels-High/blob/master/AngelsHigh-Source/Source/AngelsHighWF/Private/AircraftBase.cpp#L114)
I have a strong interest in all areas of programming, I beleive the ability to work on code I didn't write is an important skill and is something I've had experience with working in a professional game development environment at the GamerCamp studios.(https://www.bcu.ac.uk/courses/video-game-development-ma-msc-2020-21)
Outside of making solid gameplay and physics, I have experience working with other people's code (https://github.com/flyscript/Impossible-Rescue/blob/master/ImpossibleRescue-Source/Classes/GamerCamp/GameSpecific/Hackables/CHackable.h)in other areas of game development and inside of larger codebases (https://github.com/flyscript/Impossible-Rescue/blob/master/ImpossibleRescue-Source/Classes/GamerCamp/GCCocosInterface/GCCocosHelpers.cpp#L94)such as Cocos2DX to understand and modify engine code at a lower level.(https://github.com/flyscript/Impossible-Rescue/blob/master/ImpossibleRescue-Source/Classes/GamerCamp/GCCocosInterface/GCObjSprite.cpp#L132)
I've acted as a code and feature team liason in daily standup sessions, where I've helped maximise our team's responsiveness within the scrum extension of the agile development methodology through effective communication. Daily standup sessions and interaction with scrum masters allows for predictability and reliability, enabling myself and other talented developers to generate quick turn-around times and fast-paced feature prototyping.
I've been programming and making games since 2010, with my first published game (https://www.roblox.com/games/157975455/ROBLOX-Clicker)in Lua in 2014 (see this article (https://blog.roblox.com/2014/07/we-slay-some-guests-with-spark-studios/)where at the time my handle was xwowzaboyx)(https://www.roblox.com/users/9509309/profile) that got over 2.4 million plays. I then solo developed a game (https://www.roblox.com/games/157975455/ROBLOX-Clicker)that got over 70.9 thousand plays. I also partook in a hackathon event hosted by that publisher, where I was a first place contestant (see the bottom of this article)(https://blog.roblox.com/2013/07/presenting-the-second-round-of-bloxcon-2013-award-winners/).
I first began started programming in 2010 in a C-based language called Lua, creatingmanyuniqueanddifferentprojects.(https://www.roblox.com/games/178719906/Jetstrike) to explore different kinds of game mechanics and genres. I began exploring other languages in my own time, taking advantage of extracurricular school programs to get more experience with JavaScript and PHP.
Aside form the basics of inheritence, abstraction, encapsulation and polymorphism, I would personally argue that atomisation and the single responsibility principle is an important trait of any object-oriented soloution, and is something I try to emulate in my code.(https://github.com/flyscript/NovaCorps)
I like to take time to plan my OOP approaches for maximum memory and processing efficiency in a way that's very readable and intuitive to other programmers.
Skills
Technologies
I've been fortunate enough to work with the PS4 development kit as part of an ongoing project at university to create a multiplayer fighting game, and have experience using Sony's vast toolset inside of PS4 Neighborhood to rapdily prototype game builds and test on the target platform.
I have worked as the primary build tools engineer (https://github.com/flyscript/Impossible-Rescue/blob/master/ImpossibleRescue-Source/BuildData/RunMake.bat)on two university projects, and have lately been using Sony's SN Systems Distributed Build System (https://www.snsystems.com/tech-blog/2014/01/06/building-with-the-network/)to create a network of machines that can provide build services to the rest of the team, and expedite the build process.
I've used Unreal Engine 4 for about a year, and am very comfortable using the engine's features, and using both blueprints and C++. I've used C++ within the engine it to create a VR flight simulator (https://github.com/flyscript/Angels-High)before, as well as a simple endless runner and am currently working on a multiplayer fighting game.(https://www.linkedin.com/feed/update/urn:li:activity:6643227995148562434/)
I have experience with Unity and using its heavily component-oriented features in C#, which I've used to create a candy-themed endless runner,(https://github.com/Jibzi/Donut-Roll) as well as a 2D platformer/rage game.(https://github.com/flyscript/Echoes-Wastelands)
GitHub is my preferred version control for personal projects, and you can check out my repos here.(https://github.com/flyscript) I'm familiar with using git via terminal and graphical interfaces, and have used GitHub LFS (https://git-lfs.github.com/)(Large File Storage) before for larger projects.(https://github.com/flyscript/Angels-High)
During my Masters course at Birmingham City University's GamerCamp I've used Perforce and the P4V client extensively, and have been responsible for pipeline planning using Perforce, training both artists and coders to use it for an efficient and streamlined game development process.
I've used SFML with C++ to create engaging and fun 2D games like this galaga/galaxians clone,(https://github.com/flyscript/NovaCorps) where I've built custom animation and event systems ontop of the engine to facilitate more polished gameplay.
I've used MonoGame with C# to create 2D puzzle games, and am familliar with its pipeline tools for adding art, sounds, effects, and fonts.
Technology
Languages
I'm very profficient in C++; the language which my Masters course at BCU's GamerCamp focused on, and beforehand in my Bachelors (https://github.com/flyscript/Angels-High)on multiple games (https://github.com/flyscript/NovaCorps)and projects.(https://github.com/flyscript/EventSystem)
I value C++ for its largely no-nonesense approach and easier access to lower-level operations, giving you the ability for increased performance when utilised well.
I've used C# in Unity for its flexibility, and I appreciate it as a good learning tool to enter the world of C and object-orientation from higher-level languages. I've used it to make both 3D (https://github.com/Jibzi/Donut-Roll)and 2D (https://github.com/flyscript/Echoes-Wastelands)games.
I've been using Lua, a C-based language, since 2010 for its simplicity and rapid development times. I first came across it on the Roblox platform and have used it to create everything from flight simulators (https://www.roblox.com/games/178719906/Jetstrike)to angry birds clones (https://www.roblox.com/games/115204654/Ragdoll-Destruction-Project)to simple clickergames.(https://www.roblox.com/games/157975455/ROBLOX-Clicker)
I've used Javascript in conjunction with WebGL and physics engines such as Bullet (ammo.js) and Cannon. I've also made simpler Space Invaders-esque and adventure games using Canvas.
Other languages that I'm familiar with include: Python, PHP, Visual Basic, Web (HTML and CSS), and SQL.
Languages
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