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An enthusiastic game developer with more than five years experience in the industry, offering strong technical knowledge of game design and development. Looking to challenge my skills to help develop innovative new titles, completed to the highest standard.

Key Skills

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Below is the work I have done whilst working at games companies. There is also some work from my time at University and during my own time. You can try an interactive version of the portfolio by clicking here.

1. Current Projects

Star Wars Battlefront II - (Electronic Arts)

Star Wars Battlefront II - (Electronic Arts)
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Company Projects

Homefront : The Revolution - Dambuster Studios

Homefront : The Revolution - Dambuster Studios
I worked as a Technical Designer at Dambuster Studios. I used the CryEngine to produce the following:

- Produced gameplay objects/puzzles for use in Homefront’s Voice of Freedom DLC
- Created Flow Graph nodes for Level Designers using C++
- Assisted in adding level logic optimisations for post launch patches

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Fable Legends - Lionhead

Fable Legends - Lionhead
Worked as a Technical Designer at Lionhead on the Fable Legends project running in Unreal Engine 4.

My role involved:
- Created hero characters through setting up scripted abilities and animation graphs.
- Implemented traps, including mines and gates that the Villain player can use.
- Created objectives and encounters with level designers
- Developed systems for scripted events and cutscenes in quests
- Scripted initial tutorial level and narrative introduction using Blueprints
- Created core gameplay/content systems that can be reused and expanded upon by other members of the Technical Design team and used by other disciplines.




Examples:





E3 reveal which shows examples of the traps in use.






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Runescape - Jagex Games Studio

Runescape - Jagex Games Studio
As part of my time at Jagex I worked as a content developer on a number of updates for the online browser MMO Runescape. This involved:


- Creating content using the in house scripting language.
- Managing a project from creating the initial design brief to publishing it live in game.
- Working on released quests, dungeons, armour and NPCs for the game.
- Liaising with many disciplines to get the required assets for the new content.
- Writing character dialogue for world events in game
Projects:
Harbingers of Tuska

Sirenic Armour

Dialogue on:
Runescape World Event 2

Development support on:
Missing Presumed Death

Barrows - Rise of the Six


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Transformers Universe - Jagex Game Studios

Transformers Universe - Jagex Game Studios
I worked as a content developer/scripter at Jagex on Transformers Universe. I was responsible for:



- Producing content using Lua
- Creating tools in C# to produce dialogue for in game cutscenes.
- Worked on building script side implementations for core features of the game including animation, audio and physics. Working with these teams in order to get their content into game.
- Interim lead of a scripting team, responsible for liaising with design, game engine and production teams in order to identify future tasks that are required to produce pieces of content.
- Worked on the design and prototype of boss/general NPC encounters, missions and other gameplay activities.
- Collaborating with another content developer to produce initial designs for NPC AI including the Terrorcons.
- I collaborated with the physics programmer to work on the initial prototype for the driving physics in the game.
- Worked on creating character abilities and setting them up in game.
- Setting up AI using behaviour tree tools.

The video below demonstrates a version of the game with my work in.
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Game Development

Interactive Portfolio (UE4)

Interactive Portfolio (UE4)
An example of content that I can produce using C++ and Unreal 4 blueprints. This is a Unreal 4 project based on 4.9 where the player can find examples of my other work on PCs in an office environment.
Created with Modern Furniture assets from the UE4 Marketplace.
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Save the Trees (Unity)

Save the Trees (Unity)
Part of my effort to learn Unity I produced this game to learn the various systems. It is based on an idea I had at university. The world below is developing as time passes but as a consequence it releases greenhouse gases into the atmosphere. The player controls a ship designed to convert that gas into eco bullets to reset the world below.
If the gas hits the atmosphere then it will slowly come down making the game more challenging as the world below develops.
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Lua Demo

Lua Demo
Example of some lua script. It is a small demo demonstrating the kind of game mode logic and game events I have done on other projects.
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Underground Mod (Source SDK)

Underground Mod (Source SDK)
Half Life 2 mod, made as part of a University project. The player is in an underground station and they have to traverse through the tunnels and reach the exit. On the way the player faces combat and puzzles in order to open doors.
Demonstrates level design and Game Scripting.
Requires Source SDK Base 2007 to run.
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Zack Black Episodes

Zack Black Episodes
My final year project. This is an episodic adventure game developed in XNA, which relies on XML files to load in the game settings.
Requires installation of the .NET 3.5 framework included in this download
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Physics Demo

Physics Demo
An example of collision detection and response with a set of bouncing balls in OpenGL.
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Crate Mania EX

Crate Mania EX
An example of OpenGL being integrated into C++. A forklift game where you move crates into the right warehouse.
Updated Version includes loading .3DS models and improved collision detection.
Models created by Greg Hogan
Greg Hogans Portfolio
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Copyright 2017 Tim Nolde

All other content copyright of their respective owners