Contract Programmer at Sugar Slip (2026-01 – 2026-01)
Worked with Sugar Slip to implement features for the next update of the rhythm visual novel game Serial Lover. The work involved working with Unity in C# to deliver quality of life features and extend existing functionality.
- Extended game settings by implementing features such as "ghost tapping" and dialogue history replaying voiced audio.
- Extended core input handling to support multi-key alternate bindings and proximity-based "Miss" logic to distinguish between intentional ghost taps and failed notes.
- Updated persistent state management systems for background brightness settings and "Death Trackers," ensuring data serialization to profile save files.
- Polished the end to track experience and visual feedback systems through various QoL refinements to enhance overall player engagement and accessibility.
Software Engineer at RARE (2022-07 – 2025-07)
My work as a software engineer focused on continued growth of my skills, working on a range of things collaborating closely with an interdisciplinary team, from implementing UI, Sound animation etc. With a primary focus on the gameplay side of things working closely with designers and producers.
- Served as the sole engineer for the Who Killed Demarco content release and supported designers by promptly resolving blockers. Such work included writing comprehensive reports analysing potential memory and performance impact on the game's islands helping the team target and identify key optimization areas.
- Worked on the Sea of Thieves: Monkey Island (The Journey to Mêlée Island and The Lair of LeChuck) content release in collaboration with Lucasfilm and worked with designers and producers. This work consisted of extending existing systems to suit design needs, investigating feasibility and implementing an extension to our AI navigation system, fixing bugs post content release and building puzzles using blueprints.
- Engaged in building the engineering team by interviewing internship candidates and providing input to strengthen our team.
Software Engineer Intern at RARE (2021-07 – 2022-07)
As a software engineer intern, my work consisted of working with an interdisciplinary team on both a title in prototype (Everwild) and the development of a live game (Sea of Thieves). With a focus on writing clean, maintainable code and growing my architectural and soft skills.
- Improved overall game stability by resolving several long standing bugs.
- Contributed to the Mesh Budgeting system and authored unit tests to enforce stability and performance constraints.
- Contributed to ongoing content updates, fixing bugs and supporting designers on Sea of thieves Forsaken Hunter and Herald Of the Flame tall tales extending existing systems.