TIEBREAK
Official tennis game of the ATP and WTA. Featuring major tournaments, multiplayer, and customizable play styles.
- C++
- Game Development
- Tennis Simulation
Game & Graphics Programmer — Professional Sports Games / Engine Development / Vulkan
I develop professional sports games at Big Ant Studios and build game engines, graphics renderers, and interactive systems. From shipping commercial titles like TIEBREAK, Cricket 24, and AFL 23 to crafting Vulkan renderers and audio visualizers, I focus on performance, player experience, and robust architectures.
I'm a game developer at Big Ant Studios focused on tools, networking, memory optimization, and overall game stability. Recent work spans implementing WebSockets and online flows, building leak‑tracking tools, and fixing crashes across systems. Shipped titles include TIEBREAK (ATP/WTA), Cricket 24, AFL 23, Rugby 25, AFL 26, and Rugby League 26.
I build internal tools, implement networking (WebSockets, PlayFab + low‑level sockets), optimize memory with leak‑tracking, and tackle crash triage across gameplay, rendering, UI, and platform layers—often self‑leading across teams to unblock and stabilize builds.
Shipped: TIEBREAK (ATP/WTA) Cricket 24 AFL 23 Rugby 25 AFL 26 Rugby League 26
Outside the studio I prototype engines/renderers (Vulkan/OpenGL), explore procedural systems, and maintain an audio visualizer—always with an eye on performance and player experience.
Professional sports games, modern graphics engines, and interactive systems. From shipped commercial titles to experimental Vulkan renderers and procedural generation.
Official tennis game of the ATP and WTA. Featuring major tournaments, multiplayer, and customizable play styles.
Culmination of a decade of Cricket video game development, featuring teams from around the globe.
The most realistic AFL game ever - Feel the atmosphere, chase your dreams, and make it your own.
SlimeEngine playground exploring modern Vulkan 1.3 features; a clean, extensible graphics framework for learning & experimentation.
Modern audio player with real-time visualization, spatial controls, and advanced processing (OpenAL + ImGui UI).
Networking sandbox using ENet for reliable UDP; client-server model, ImGui visualization, MySQL integration.
Game development experiments, graphics programming, audio tools, simulation systems, and educational resources spanning my journey from student projects to professional work.
Modular 2D/3D engine with PBR, OpenGL/Vulkan backends, and a flexible architecture for gameplay systems.
OpenGL physically based rendering pipeline using up to 6 different textures per model for realistic lighting.
OpenGL HDR + color grading lab: CLUT based workflows, tone mapping experiments, and UI-driven grading pipeline.
Final project at AIE Melbourne featuring ice melting and creation using the cube marching algorithm.
2D game built with OpenGL featuring collision detection, sprite rendering, text rendering, texture atlasing, and user input.
First big group project. Responsible for all UI and serialization of settings, exploring Unity UI systems and controller input.
Procedural terrain generation using Perlin noise for height, rivers, humidity calculation, and realistic biome distribution.
Physics simulation using cellular automata with falling sand mechanics, density cells, and flowing water.
Noise generation using rock-paper-scissors cellular automata variation, programmed with AIE bootstrap engine.
Cellular automata implementation of Wire World ruleset, capable of creating complex machines and computers.
Educational C++ resource hub: guides, tutorials, and advanced systems topics (Vulkan, engine patterns, tooling).
Game development studio in early stages, working on an ambitious game project with focus on innovation.
Core competencies built through professional game development, engine programming, and graphics systems work.
C++20 Vulkan OpenGL Game Development Unity OpenAL ImGui ENet MySQL Procedural Generation PBR HDR Cellular Automata Physics Simulation CMake Visual Studio Git
Open to consulting on performance investigations, engine / runtime architecture, or targeted debugging deep-dives.