I'm Alex, maker of games, here of which you will be able to peruse some of the titles that I have had the honour of helping out on. Or you can find my CV in the little links above.
Outside of programming I still keep quite close with games, helping to organise events for the fighting game community as well as play fighting games at a competitive level. I also run Dungeons and Dragons 5th Edition campaigns for a group of friends.
Professional Projects
Until Dawn (2024)
Cult classic horror game that put narrative focused Supermassive Games on the map.
My major tasks on this project were a mixture of porting old code and assets from old Decima to modern Decima, then to Unreal Engine 5. Creating new gameplay systems. Supporting the audio team with features. And finally designing and implementing core features of the new Until Dawn.
For porting Decima code I worked with a small team to write a converter for data and assets that would allow things like scripts and custom data structs to be used in the modern version of Decima. On top of this I worked on extending the functionality of the newer version of Decima to be able to support the original Until Dawns features that were added.
For the Unreal Engine 5 development I owned and primarily implemented various gameplay systems, such as the interaction system, the AI system, and the face animation system. As well as working with others to improve other existing systems and acting as the liason for the external audio team.
Additionaly due to the nature of the project and our team I took on ownership of the gameplay design of the interaction and AI systems to improve the feel and responsiveness of the player experience, with the aid of junior designers working with me to consistently implement the design standards we created for the game. On top of this I also worked with the Narrative Designer to come up with the achievements for the game.
Tools used: C++, C#, Python, Lua, Unreal Engine 5, Decima (Killzone 4 version and Horizon: Forbidden West version), Wwise, Maya 2019/2022, Photoshop
Batman: Arkham Shadow
The latest game in Batman's Arkhamverse created by VR specialists Camouflaj. For this project I was tasked with working with Sweet Justice and the Camouflaj team to create audio gameplay systems and optimise the performance of Wwise in Unity. This included a sound system for the hand physics, ambient spline sounds that could accurately position themselves relative to the player, and gadget and held item sounds and effects.
Tools used: C#, Unity, Meta Quest 3, Wwise
The Ascent
The debut title of indie studio Neon Giant headed up by industry vets. My role on this project was to support the audio work being done by Sweet Justice and to implement the sounds they created and feature requests into the game. On top of this I also worked on optimising the Wwise intergration with Unreal Engine 4
Tools used: C++, Unreal Engine 4, Wwise
Assetto Corsa Competizione
Known for having one of the most realistic physics engines in a racing sim. I worked on the console ports to help optimise the game as much as possible to ensure that the experience was not diminished from the PC version in regards to the physics. A sole responsibility I had on this game was the implementation of all wheel peripherals and force feedback effects from scratch for both PS4 and Xbox One.
Tools used: C++, Unreal Engine 4
A Knight's Quest
An indie throwback to the games of the N64, I had the chance to work on the porting elements for the PS4 version with optimisation and compliance being the most important tasks assigned to me. The other half of my role was to implement gameplay features and tweaks to various mechanics, from the grind rails to the boss attacks.
Tools used: C++, Unreal Engine 4
Personal Projects

Anachronox Mod - Sounds and Fixes
During my spare time I wanted to do something that was productive but also relaxing, instead of prototyping things I decided to fix up an old RPG that I enjoyed playing. Most of the work involved fixing animation, cinematic, and sound bugs. Other issues were scripting bugs that required the decompiling and recompiling of the engines proprietary scripting language.
https://www.moddb.com/games/anachronox/downloads/anachronox-sounds-and-fixes-v01
Tools used: Anachronox's debug tools, IdTech 2 map tools
Skills
Languages
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C++
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C#
Software
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Visual Studio
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Unity3D
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Unreal Engine
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DirectX11
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PS4 SDK
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JIRA
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Jenkins
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TeamCity
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GitHub
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Perforce