About me
I have recently completed a BSc(Hons) titled "Technical Direction in Computer Animation" at the University of Teesside. My course has been based on a strong C++ backbone, and I have worked on projects including matrix-projected and ray-traced offline renderers, content export and management tools and procedural animation effects such as crowd and flock simulation. I have also produced several short animations in both 2D and 3D packages. This means I have a solid grasp of the full graphics process, from modelling and animation to on-screen display, as well as a firm base in graphical mathematics.
In my final year I have branched out into more real-time focussed programming, and have worked on both a group mod project on the Source engine and the creation of my own gameplay engine using C# and the Microsoft XNA platform. Within my group project, I have taken the role of team lead and interface developer, as this is an area I take much enjoyment in exploring.
In my free time, I have developed several interface modifications for Blizzard's World of Warcraft using LUA, which have been generally well received by the community. I have also devoted a lot of time to exploring HUD layout and style ideas, both within the World of Warcraft framework and as design work for other student's projects. I have gameplay and LUA programming experience dating back to late 2004, when I produced a Total Conversion for CryTek's Far Cry as my A-level Art final project.