I'm Andrew, a professional game developer and programmer working in the industry since 2018, mainly using Unreal Engine.
I have a degree as a Software Engineer specialized in Cross-Media from VIA University College in Horsens, Denmark as well as a C2 English proficiency diploma from Cambridge.
I have experience in both C++ and Blueprints and can seamlessly switch between them. My expertise includes State Machines, Web Communication (API, Websockets, JSON, TCP/UDP sockets) Gameplay Scripting, Ability Systems, Game Architecture, UI Programming, Blueprint/C++ Communication.
In my spare time I love playing video games, hanging out with my friends, and playing indoors airsoft.
Heavy Beat is the latest game I've developed and released commercially on my own. Its built using Unreal Engine 4. Its a musically infused platformer where the obstacles move to the beat of any song! The game is free to download and its development is documented on Youtube. Here are some of the challenges I had to overcome during development:
Balancing gameplay and implementing interesting mechanics
Integrating external libraries
Implementing Leaderboards through web communication (API)
Color palette design to distinguish gameplay elements
UNANNOUNCED NETFLIX PROJECT
Content Designer / Gameplay Programmer
Worked for 8 months as a Content Designer for an unannounced project at Netflix. My responsibilities included:
Working with a proprietary data inputting tool used for content generation in Unreal Engine.
Collaborating with writers and implementing their written scripts inside Unreal Engine using Blueprints.
Playtesting and reviewing content within the game
Implementing custom scripting scenarios such as tutorials and introductory parts of the project
C++/Blueprints Plugin Conversions
Worked on multiple conversion projects where clients required Blueprints based plugins to be converted either partially or fully to C++ in order to improve performance, readability or to better merge with their own codebase.
One of these plugins is Ultra Dynamic Sky which is entirely made in Blueprints and can hurt the performance of certain projects if not managed properly.
This involves knowing how to properly convert functionality such as latent tasks and actions, special nodes and construction script functionality that are easily done in Blueprints but harder to reproduce in C++.
BACHELOR PROJECT - WORLD TRADE VISUALIZER
VRC - CONSTRUCTION SURVEY APP
Gameplay / Network Programmer
Worked for 9 months as main developer at VRCentre for an educational app using VR technology (Quest 2). I was involved with:
Various gameplay mechanics
Implementing real-life tools and processes inside Unreal such as telescopes, hammers, cameras, rulers etc.
Implementing a secure login process for the app that included multiple security checks, account creation, database look-ups and more.
Reading and writing data about the app's users through a custom made API and generating content in the app based on the same data.
MORE STUFF I WORKED ON
Click all the pictures!
CHESS GAME CREATOR
Unreal Engine Marketplace Plugin
Did debugging and programming work in order to fix certain bugs related to chess mechanics within the plugin. Worked directly with users of the plugin in order to debug issues and fix them.
Went through an extensive internship at Visometric, an architecture company from Denmark, where I created an app for architecture visualization where users were able to see their apartment, move around, change the colors and materials of the furniture, their location and even the time of day, all in real time.
DEMOS AND PROTOTYPES USING STORE-BOUGHT ASSETS
Fake Gameplay Videos
Did a few videos for a pirate game where the client wanted to showcase the combat, exploration and the systems of the game to investors using store-bought assets, here are a few videos showcasing what can be done using only store assets: small skirmish, lengthy ship battle, fire ship ambush, diseased ship, thunderstorm omens