Professional Projects

Hello, this is a brief overview of the projects I’ve been professionally involved in and a general overview of the major things I did on those projects. If you want to get in touch with me about something on here then send me an email (jw at this website) and I’ll get back to you.

Links to some games are unavailable (mainly the mobile games) so I’ve replaced them with gameplay video links.

Bandit Island Games, Senior Software Engineer

October 2022 – Present

  • Unannounced Projects
  • Greedy Wizards: Battle Games (as 8 Bit Bandits)
    • Responsible for designing and implementing gameplay systems throughout the dungeons/gameplay/non-meta-menus side of the game, working directly with the game director to ensure the gameplay was fun and matched their vision of the game.
    • Led the work on architecting and implementing a robust netcode solution adapted from Unity’s Netcode for GameObjects package that allowed for server-authoritative, client-predicted gameplay that supported the games fast pace and large amounts of enemies and projectiles.
    • Led the work on architecting and implementing character, controls, camera (3C’s) systems with the content to go with them such as player abilities and attacks.
    • Led the design and implementation of boss and enemy characters, and their attack patterns.

King, Senior Developer

November 2019 – June 2022

  • Crash Bandicoot: On the Run!
    • Responsible for designing and implementing gameplay systems all throughout the “runner” side of the game, working alongside other developers and designers to ensure the gameplay was fun and fluid.
    • Led the work on a total re-architecting of the “runner”-side level systems post-release due to a change in game direction. Designed and developed new systems and tools that allowed the level designers to create new content easier and faster than before. Simultaneously enabling the new direction for level design, while keeping backwards compatibility for all previously created content. 
  • Rebel Riders
    • Responsible for designing and implementing AI systems for bot players who play in place of a human player.

Arrowhead Game Studios, Gameplay Programmer

August 2018 – October 2019

  • HELLDIVERS 2
    • 4 player co-op third person shooter.
    • Worked on core gameplay systems such as character, controls, camera (3C’s), weapons, and vehicles alongside the other members of the Core Gameplay team.

Starbreeze Studios, Gameplay Programmer

July 2016 – August 2018

  • PAYDAY 2
    • 4 player first-person shooter co-op heisting game.
    • Responsible for implementing the code and content for numerous major DLCs, updates, and events.
    • Developed third party modding tools and gameplay mods for the game before joining Starbreeze.
  • Project Crossfire Co-op
    • 4 player co-op first person shooter.
    • Responsible for implementing, designing, and prototyping Character, Controls, Camera (3C’s) and AI systems on the project.
  • OVERKILL’s The Walking Dead
    • 4 player co-op first person shooter.
    • Responsible for designing, prototyping, and implementing multiple systems alongside the system- and tech- designers on the project, and exposing the systems to Blueprint where necessary for them.
  • RAID: WW2
    • Publisher Support
    • 4 player co-op first person shooter.
    • Provided support on Starbreeze’s in-house engine used by the Lion Game Lion development team, as well as design and implementation support for various underlying gameplay systems.

The Voxel Agents, Programmer

September 2013 – June 2016

  • Train Conductor World
    • iOS and Android puzzle-action game.
    • Helped to create the game from the ground up until release, implementing major features, and generally helping release a game with a small team.
    • During development we created a few custom iOS native plugins to be able to use state-of-the-art iOS features such as ReplayKit.
  • ToyMania
    • Social score-attack match 3 game.
    • Helped to prototype features for the game, and implement major features.