Technical design.
Engine, rendering and world-authoring work, alongside production tools for live games.
Laguna
Full case studySkinned instanced renderer
Animation frames baked into a texture and sampled by the vertex shader for independently animated instances.
GPU placement & map authoring
Density maps, deterministic placement and terrain rules for authoring large environments.
Networked world authoring
Snapshots and ordered events provide the foundation for joining and editing shared worlds.
Natural Motion
Tools & tech
While at NaturalMotion, I contributed to the design and upkeep of the tooling required to keep the game running. This included the Story System, used for the first-time user experience, narrative and other authored game flows.