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Portfolio

Below are some of the projects I've worked on and teams I've worked with.
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Runaway


I've been working at Runaway for two years, primarily working as the Lead Programmer on a new mobile game currently in open beta.

Areas of Work:

Gameplay Programming, Engine Troubleshooting, Event Integration, Live-product Maintainence, New Product Development, System Architecture

Developed with:

Cocos2d-x, Git, Xcode, Lua, Shell Script, Python, iOS, Android, Unity (C#), ClickUp, Confluence

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Stationeers


I worked on Stationeers for about a year. Stationeers is available for purchase via Steam Early Access.

Areas of Work:

Gameplay Programming, Systems Architecture, Legacy System Refactors, Legacy System Maintainence/Bug fixing, Terrain Generation, Weather System

Developed with:

Unity (C#), SVN, JIRA, Trello, Jenkins

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RocketWerkz


I worked at RocketWerks for over 5 years.
I spent 4 years working in UE4 and 1.5 years working in Unity3D across 3 titles

Areas of Work:

Gameplay Programming, Network Programming, Game Systems Design, Game Design, SteamWorks Integration (both engines), UE4 Build Automation Scripting

Developed with:

Unity3D (C#), Unreal Engine 4 (Blueprint & C++, Visual Studio 2015/2017, Perforce, SVN, JIRA, Confluence, Trello, TeamCity

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Splash


I worked on Splash (just after it launched) during my internship at Runaway.

Splash is a mobile game available for free on Android and iOS.

Areas of Work:

Optimisation R&D (Android & iOS), Bug Fixing (Android & iOS), Code clean-up

Developed with:

Cocos2Dx (Lua), Eclipse (Java), Xcode (Objective C), Pivotal Tracker, ADB

DirectX 11 Renderer
 

This was a solo project originally developed as a hobby project during the break between the second and third years of my degree. 

The focus was on creating a C++ wrapper for DirectX 11 rendering as well as scalable shader and mesh/model systems.

Developed using C++ and DirectX 11.

Project repository available here.

Areas of Work:

Scalable Systems Design, DirectX 11 Programming, Shader Programming (HLSL), C++ Wrapper Creation, External Library Integration

Memory Pool
 

This was a solo student project developed alongside a research project on the same topic. Through my research I developed my won memory pool concept based around standard internally linked list memory pools, using chunks of memory instead of thousands of pointers. This was designed to handle large data sets for use in video games.

Developed using C++.

Areas of Work:

Research, Design, Implementation, Metrics Data Capturing, Low-level Memory Management

Cloth Physics


This was a solo student project in which I created a cloth physics simulation using the Verlet Integration method, rendered using my own DirectX 10 rendering framework. The cloth is tear-able and push-able using my own my implementation of screen point to world ray ray-casting.

Developed using C++ and DirectX 10.

Short video available here.

Windows 10 executable available here.

Areas of Work:

Research, Design, Implementation (C++), Verlet Integration, Shaders, Ray-casting, Physics, Rendering

Graphics: Vertex Shader Fog and Rain


This was a solo student project in which I created rain and fog on the vertex shader in DirectX 10. Both the rain and fog are processed entirely on the graphics card. The terrain is procedurally generated and adjustable in real-time.

Developed using C++ and DirectX 10.

Short video available here.

Areas of Work:

Particle Effects, Rendering, Shaders, Fog Effects, Procedural Terrain Generation, Lighting Effects

Global Game Jam


These are games I helped develop during Global Game Jams; 48 hour game creation events.

Please note: This digital portfolio is a work in progress and will be extended in future with access to the displayed projects' source code (where possible) as well as with additional projects.

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