Hi, I'm Charlie, and I'm a programmer focused on making video games.
I've worked for multiple games studios from small to big, where the products I have worked on have been played by millions of people across the world.
Most recently I worked at Wushu Studios as a Lead Programmer, on several AAA titles with a variety of different clients. Before that I was a Senior Programmer, working primarily on gameplay and tools.
"Journey through the isles, unlocking new locations, taking part in exciting challenges to test your skills."
My first industry job, I started at deltaDNA when my college tutor recommended me to them for a Junior Programmer role. deltaCrunch was an example mobile game that they created to showcase their analytics platform. I was assigned and worked on this project independently.
Command your army of pixel troops to fight your friends in this local or online multiplayer game!
Pepper Wars was my second year college project, and a throwback to Advance Wars. It is a turn based multiplayer strategy game, in which two players can command different units and fight to destroy each others army or castle. Armies are made up of different unit types, each with their own unique abilities.
MonoGame & C#
Custom tools and networking library
4 Months
Never released
Follow your way through a science experiment by playing eight fun minigames!
Unstable Elements was created for the Abertay serious game jam, sponsored by the University of St. Andrews to create games with a chemistry theme.
Unity Engine
3 Days / 20 Hours
Never released
Escort the VIP out from the underworld, fight in turn based combat, develop your characters relationships and make story choices that may have dire consequences.
Caravan To The End was my third year professional project. The game involves travelling the underworld, recruiting characters into your party, surviving random encounters (combat, dialogue), handling resources (food, oil, gold) and turn based combat that changes based on character relationships, traits and class types.
Unity Engine
Custom tools for dialogue, character creation and world editing
2 Months
Never released
Cardinal Editor was developed as a set of tools, including a game framework and an editor for building the next version of Pepper Wars.
C++
SFML
Dear ImGUI
4-6 Months (part time)
Never released
The Box was made as part of the 2019 Global Game Jam. The theme of the jam was 'what home means to you'. For this project, we created a series of isometric perspective mini-games, involving a time puzzle, memory puzzle and shoot 'em up.
The Box attempts to capture the imagination of youth, where a simple cardboard box and your imagination could allow you to become an astronaut, a pirate - or live in the wilderness.
"Strategic Depth is a tower defence war game, where structures have a realistic line of sight and limited ammunition. The game map presents different terrain challenges to you and your enemies, as they will react and attempt to perform coordinated attacks, retreat and flank your defences. Use the features of the terrain to create the ultimate defence against the incoming invaders."
"Ragnar's Sons is an interactive museum experience, where the player can experience the viking history of Ragnar and his sons by navigating and interacting with a 3d world in virtual reality."
My first entry into Virtual Reality, I was approached by a team at the University who wanted to bring their ideas for an interactive viking museum to life.
This project was developed in Unreal Engine - with one engineer, one audio designer and two artists. We won the 'Peoples Choice Award' at the 2019 Abertay Graduate Show, and our game was showcased at the Perth's viking exhibit opening day in May 2019.
"Big Crown: Showdown sees friends become foes as they compete in 4-player local and online multiplayer combat, set over 3 wacky worlds full of medieval shenanigans. Avoid perilous hazards and engage in frantic fights as you attempt to knock your opponents off 15 crazy courses in the ultimate royal battle!"
When I joined Hyper Luminal Games, it was in their early days as a company. Starting out as a co-development studio out of University, they were working on their first original IP (Big Crown Showdown). My task was to primarily do contract work with other studios, and between contracts I helped with this project doing any odd jobs I could to help.
I was one of the team members who took Big Crown: Showdown to EGX London prior to the games release, for three days of showcasing and community interaction with players at the Sold Out publisher booth.
Lead Programmer on RuneScape: Dragonwilds port to PlayStation 5, Xbox X/S and Switch 2 for Jagex and Wushu Studios.
Note that as this project is not out yet, and that I have signed a NDA - I am unable to go into any further public detail about the work done on this project.
While working at Wushu, I had the chance to work on State of Decay 3 with Undead Labs, as a Lead Programmer.
My mandate was to work directly with the Undead Labs technical leadership team - and to take ownership of a series of game mechanics for State of Decay 3 - working with our client on providing solid technical solutions for them.
My wushu responsibilities included providing technical leadership to my engineering team within Wushu. This was in the form of code reviews, long term project planning, mentoring, career growth and working with company stakeholders.
The game mechanics that I was responsible for included working with stakeholders from all major disciplines, and were core parts of the gameplay loop.
Note that I have signed a non-disclosure agreement, meaning I am unable to go into of detail about the work I have done on this project.
Fall Guys: Creative Construction is a major feature within Fall Guys that allows players to create their own fall guys levels. Players can then publish their levels, and other people can play them!
This was the first project I joined at Wushu, and I was fortunate to be promoted to Lead Programmer while on the project. My major tasks were to integrate Creative Construction into the mainline of Fall Guys development, and support the project technical team.
Note that I have signed a non-disclosure agreement, meaning I am unable to go into a lot of detail about the work I have done on this project.
From the creators of Bloons TD6... Bloons TD Battles 2 is a brand new installment of the top-rated head-to-head tower defense game. Gather your Hero, choose your team of powerful Monkey Towers, and prepare to battle one on one against other players and relentless waves of Bloons!
After finishing my work on Bloons Monkey City, I was moved to work on Battles 2. I primarily supported the team as a tools programmer, working in C++ with all disciplines to make sure they had what they needed to continue development.
"Go head to head with other players in a Bloon-popping battle for victory. From the creators of best-selling Bloons TD 5, this all new Battles game is specially designed for multiplayer combat, featuring the ability to control bloons directly and send them charging past your opponent's defenses."
After finishing my work on Monkey City, I was asked to independently do a content update for Battles 1.
"Create, upgrade, and customize your very own Bloons Monkey City in this groundbreaking blend of city building and tower defense awesomeness!"
My first major challenge from Ninja Kiwi, I was asked to overhaul and update large parts of one of their successful mobile games, and bring it to new platforms (Steam). I worked on this project independently, and had to learn to use an older company tech stack and pipeline - and then modernize it.
"The Lost Colony is a strategy, building and survival game about discovering what happened to a famed lost colony of Vikings. As Jarl, the player must try to command their people and try to survive on a cursed island where vengeful gods are trying to kill them."
I was the sole designer and engineer on this project, which I started during my final year at University as a fan game and test bed for learning new Unreal Engine skills (such as Unreal Behaviour Trees, materials, UMG, Slate and Unreal C++).
I released this project on itch.io and proceeded to iterate and released several versions of it from there before pulling it from the store. I learned a lot of my existing Unreal skills from this project, and iterated on it in any spare time for over seven years.
Split was my Global Game Jam 2020 submission, working with the same team who made The Box in the previous 2019 Game Jam.
Two players work co-operatively to repair their broken island by solving puzzle mechanics together, but apart.