Adam Tedder
Game Developer
www.adamtedders.co.uk | adamtedders@outlook.com
I am a professional Game Programmer with a First-Class Honours degree in BSc Computer Games Development from University of Westminster. During my career and university, I have developed strong technical, interpersonal and time management skills.
Key Skills
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Applications: Unity, Unreal Engine 4 & 5, Adobe Photoshop, MS Office, Autodesk Maya, 3DS Max, Motionbuilder, Mixer, Visual Studio, Substance Painter, Git, BitBucket, Trello, Team Gantt, Perforce, Plastic SCM, RenderDoc, Click Up, Slack.
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Programming Languages: C++, C#, Java, SQL, HTML, and CSS
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Teamwork – Flexible and able to effectively work in a team of programmers, designers, artists and modellers that can range from small to large. Worked in teams that have used Agile and Waterfall methodologies.
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Design – Able to create comprehensive game design documents, code documents, UML diagrams and pseudocode. I can also create prototypes of game mechanics for demos in a short amount of time.
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Virtual Reality (VR) – Advanced experience in building optimised Virtual Reality games and applications for multiple clients.
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Multiplayer - Experience setting up multiplayer in Unreal to work on Steam Servers. Able to look through code, and determine what needs to be replicated for the game.
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Vertical Slice & Prototyping - Experience with building vertical slices for publishers to a high standard.
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Profiling - Able to use profiling tools to identify GPU and CPU bottlenecks; and when/where they occur. By using these tools I’m able to deal with these issues.
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Project & Time Management – I can use online project management tools such as Team Gantt and Trello to create effective time and project plans, which help me work to tight deadlines. For my Final Year Project, I used these project management tools to help me manage the project; this allowed me to deliver it on time.
Work Experience
Red Marmoset Studios | Programmer | Contract September 2023 - Present
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Part of a small team of developers who are building a vertical slice, for a comic book stylised first person shooter (FPS) using the Unity Game Engine and C#.
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Working independently to code new and existing features of the vertical slice including: Gameplay, AI, UI/UX and tools.
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Gameplay: Implemented Aim Down Sights (ADS) for more accurate shooting; added in a stealth system to allow players to tackle enemy encounters in a different way such as using a silent takedown.
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AI: Improved the vision and hearing senses of enemies so that they are more challenging and so that they function better with the implemented stealth mechanics.
UI/UX: Improved upon existing damage indicators by increasing their number and accuracy for a better player experience; updated the crosshair to be more dynamic so it reacts to player movement and turns red when hovering over enemies.
Taking part in code/feature reviews to gain feedback, so that my work can be to the highest standard.
3T Transform | VR Developer September 2022 - September 2023
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Part of a small team of developers who are developing Virtual Reality (VR) training scenarios for clients on the Oculus Quest 2 within Unreal Engine 4/5 using a mixture of both C++ and Blueprints.
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Working independently to code aspects of the scenarios, expanding upon pre-existing plugins or building new plugins. Moreover, I'm able to manage my time and resources to make sure that I can complete my tasks within a two week sprint.
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Reviewing both my own work and co-workers' code to help find bugs and look for possible improvements. Also, able to take in feedback from both coworkers and clients to further improve my work.
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Optimising training scenarios so that they run at a high frame rate to help mitigate the effects of motion sickness.
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Writing up detailed documentation on Confluence so that new and/or current team members can understand how systems work.
Basement Games | Game Developer October 2021 - September 2022
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Part of a small team of engineers, who closely work together across many different areas of UE4. Since we’re only a small indie team, I frequently work with the other departments to complete tasks, fix bugs and implement features.
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Worked within UE4 using a mixture of C++ and Blueprints.
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Working on the multiplayer aspects of the game, this includes: replicating aspects of the game so they function during multiplayer, setting up the game to communicate with Steam Servers, creating tests to make sure that everything is working as intended, etc.
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Set up and maintained our Source Control (Plastic SCM).
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Worked independently to code aspects of the game within a specified time.
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Helped set up Steamworks, so that we could upload the game to Steam. This was useful as it allowed us to quickly test performance on different machines.
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Areas of the game that I have worked/working on: Character Movement/Controls, AI, Combat System, Multiplayer, User Interface and Optimisation.
HCL Technologies | Game Certification Tester for Microsoft February 2020 – August 2020
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Worked as part of a team to certify games for Microsoft’s Xbox consoles
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Worked independently managing my test cases, developing multitasking and time management skills.
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Flexible and able to effectively work in a team of testers that can range from small to large, across many different projects
Education
University of Westminster September 2017 – July 2020
BSc (Honours) Computer Games Development First Class Honours
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Third Year Modules: Final Year Project (Unreal Engine 4/Blueprint/C++/VR), Game Development Group Project III (DirectX/C++), Advanced Maths & Game AI (Unity/C#), Networked Games & Security (Unity/C#) and Advanced Interactive Media Development (Unity/C#)
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Second Year Modules: Applied Maths and Physics for Games, 3D Graphics Programming (OpenGL/C++), Object Oriented Programming (C++), 3D Interactive Media Development (3DS Max/ Unity), Game Development Group Project II (Unreal/C++/VR/Blueprints), Game Engine Architecture (Unreal Engine 4/Blueprint)
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First Year Modules: Programming Principles I, Programming Principles II, Game Development Group Project I, Computer System Fundamentals, Web Design and Development, Mathematics for Games Development
Woking College September 2014 – June 2016
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A-Levels: Computing, Geography, BTEC Forensic Science
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Created a database in SQL and Visual Basic for a client, as part of the Computing course.
Additional Experience
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I am a mentor at University of Westminster, where I provide first and second year game development students support in their coursework, work placements and career. I have run mock interviews, coding tests and general career advice to help them prepare for future interviews and jobs.
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Volunteered as a FAN (Friends of Arriving new Students): Toured new students are the university, gave a talk about university facilities and services, worked in a team with other FANs in a team and provided support to students who needed it.
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Volunteered to do games testing for Bossa Studios on several occasions. In these game testing sessions, I would work with other volunteers to test games and provide feedback to the developers.
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Treasurer of the Westminster Games & Creative Society. My role is to help gain funding for the society either through meetings with the Student Union, or fundraising events. I also work with the President and Vice-President to help organise meetups and competitions.
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Participating in game jams in a team e.g. Brains Eden. Participating in game jams has enabled me to advance my teamwork, time management and problem-solving skills because a game needs to be developed within a short amount of time.
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Game Jams competed in: Westminster Games Jam 2018 (won the Best Noob Game award), Brains Eden 2018, UKIE Student Games Jam 2018, Global Games Jam 2019, Westminster Game Jam 2019 (won the Best Technical Game award which was judged by Splash Damage), Genera 2019 Game Jam (Mobile Game Developer based in Seville, Spain), 2019 UKIE Student Game Jam, Jamfuzer 2020 and the Game Parade 2020 Game Jam (Won Best Solo Dev Game Award, and was nominated for Best Level Design).
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Games Course Representative at my university for three years, where I collected and collated feedback from students so that it can be presented to the course leaders.
References available on request.