Tim(at)ProgrammingByTim.com    07540252056    LinkedIn    HampsterEater   

About Me


Hello and welcome to my portfolio site.

My name is Timothy Leonard and I'm a game programmer in my mid-twenties.

I have been a programmer for somewhere in the region of 12 years, starting as a typical bedroom coder at a young age and teaching myself the basics of programming. I have progressed through to my current course of study at the University of Derby for a degree in Computer Games Programming. During the sandwich year of my course I also got the opportunity to work for SN Systems for a year, working in a variety of different disciplines on a number of different projects, from build automation systems to test engineering for the PS3 and PSP platforms.

During my spare time I also freelance on a variety of different projects. I'm also currently the sole programmer of the popular online coop game ZombieGrinder, and one of the founders of TwinDrills (www.twindrills.com).

I have experience programming on a variety of platforms, in a number of different programming languages. Including both lower-level programming in C/C++/Assembly and higher-level scripting in several commercial game engines such as the Unreal Engine. I also have gained experience with many different tools, engines and tool chains used within the industry, such as ProDG, the Unreal Engine, GCC, and similar.

My main interests in game development lie in Networking, Gameplay and Engine programming.

My areas of knowledge include;
  • Languages:
    C/C++, C#, Python, Assembly (MIPS, x86), Web (PHP, HTML, JS, XML, XSLT, SQL, etc), Scripting (LUA, UnrealScript, etc)

  • Platforms:
    Win32, WinRT, Linux, Mac, PSP, PS3 (Limited), XBOX360 (Official=Limited, XNA=Extensive)

  • Frameworks:
    UnrealEngine, Unity (Limited), XNA, DirectX, OpenGL

  • Source Control:
    Perforce, GIT, SVN

  • Project Management:
    Hansoft, Bugzilla, Trac

  • Static Analysis:
    Coverity

  • Networking Development

  • Scripting Langauge Design and Development

  • Build Automation & Continuous Integration

Zombie Grinder


Download Link: Download
Youtube Videos: View All (Ignore Minecraft!)

Zombie Grinder is the debut game of the development team TwinDrills, composed of me and Jordan Chewning (Artist).

It's a multi-platform (windows, mac, linux!) cooperative multiplayer arcade game, reminiscent in style and gameplay of retro games like 'Zombies Ate My Neighbors' and 'Super Smash TV!', but with the added benefit of some newer game mechanics - shader effects, achievements, ranking, player-customization, rpg style stats and so forth.

The game sports a variety of different game modes, from co-operative 'campaign' style levels, to wave maps and even the classic 'pvp' style game modes - deathmatch, capture the 'bag' and so forth. All of these mods are bristling with a variety of weapons and items, all lovingly displayed in Jordan's classic quirky pixel-art style.

We currently have a fairly large following, with over 19,000 accounts registered so far. We are also currently available on Desura and are currently going through Greenlight to get onto Steam!

Cross Platform Engine


View Source: GitHub Repo

This is one of my major current projects. Its a cross-platform engine, written in C++, designed to be easily portable and powerful enough to create games on nearly any platform.

One of the main features of this engine is that I'm intending to make all assets easily interable, loading changes you make to resources and scripts instantly.

Dr.Necro's Time of Death


Youtube Alpha Trailer: View

This was a team based game that took place at University over a period of 12 weeks, and was developed in the Unreal Engine. Our team was made up of 10 members, half programmers, half artists.

The game is a 4 player, local cooperative, drop-in-drop-out, arcade game. It was designed based on the set theme "Zombies .vs. Time", and includes the use of time based abilities and weapons.

The game was demonstrated during GameCity Nights, as well as during two public expo's organised by our university. The game was well recieved and was very popular, we even won the peoples choice award during one of the expo's.

My part in the project, along with all the other programmers was very varied, we all deal with whatever area required work at a given time.

Zombie Tycoon


This was a team based game that took place at University over a period of 12 weeks, and was developed in the Unreal Engine. Our team was made up of 6 members, half programmers, half artists.

The game is a single player, total conversion of UDK. The constrains given were that it had to refer to zombies and had to be an RTS game.

My part in the project involved programming most of the core systems, Camera, AI, Building Placement, etc.

The project was coordinated primarily via SVN and hansoft.

Escape From Alcatraz


Youtube Playthrough: View

This was a individual project took place at University over a period of 12 weeks, and was developed in the Unreal Engine.

The game is a single player, total conversion of UDK. The constrains given were that it had to be based on the novels "Escape From Alcatraz" and include 3 "mini-games".

I was responsible for everything in the game, including most of the art assets (Hence why its so ugly!).

3D Software Rasterizer


Youtube Demo: View
View Source: GitHub Repo

This project was done in university during a period of about 8 weeks.

The project is a simple software rasterizer, implemented in pure C++ using GDI. The rasterizer features correct lighting, texturing, normal mapping and perspective adjusting.

WinRT IRC Messenger


Windows Store: View App
View Source: GitHub Repo

This project was done in university during a period of about 8 weeks.

Its a complete implementation of the IRC and C2CP specification, written in managed C++ using the WinRT. It provides a simplified interface as a windows 8 application.

Icarus Compiler


View Source: GitHub Repo

This project was done as education for myself. Its an implementation of a C-style language compiler, that compiles down to x86.

The language is fully functional, including everything from polymorphism to exception handling. The only issues are memory management in the compiler and lack of a full runtime implementation to use with the language.

Lost Vikings Remake


Binary & Source: Download

This project is a complete recreation of the first world of the classic blizzard game The Lost Vikings.

It was created for a 48 hour gamejam. It comes complete with the game and editor.

It enjoyed a fair amount of publicity when it was originally released, it even ended up on a cover-cd for one of Germany's most popular tech magazines.

Fusion Game Engine


Source Code: GitHUB

This project was my first introduction to C#. I wrote it a good half a decade or so ago.

The engine is a fully complete, usable game engine, utilizing a specialized map/resource editor.

All gameplay code is this engine is written in a custom scripting language known as FusionScript.

DirectX Framework


Source Code: GitHUB

This simple framework was developed as a university project over the course of 12 weeks.

The framework is a fully functional scene-graph based rendering framework. It supports basic lighting, collision, terrain and model loading.

MIPS MIDI Player


Source Code: GitHUB

This was develoepd as university project over the course of 12 weeks.

This code implements a MIDI player written in MIPS assembly. The code fully arpeggio, RLE decompression and a primitive call stack.

PSP L-Systems


Source Code: GitHUB

This was develoepd as university project over the course of 12 weeks. The theme for development was procedural generation.

This code implements a simple cross platform 3D representation of L-System based trees, as well as procedurally generated sound. It runs both on Win32 using OpenGL and PSP using the sce lib's.

BSc (Hons) Computer Games Programming

2009-2013

Predicted Grade: 2:1 or above.
Module Results:

Name

Description

Grade

Forth Year Results
Game Behaviour AI and Physics theory and application. TBA
Systems Programming Theory and practice of low-level programming. B+
Independent Studies Dissertation; peer-2-peer topology for games. TBA
Game Development 10+ person group project using Unreal Engine. A

Third Year Results
Applied Professional Practice Part of a diploma gained through placement. A
Contemporary Issues in Professional Practice Part of a diploma gained through placement. A

Second Year Results
Mobile Devices Project development on mobile platforms. A
Game Development Techniques Creating a total conversion of the Unreal Engine. A
Console Development MIPS Assembly, project development on the PSP. A
Intro to 3D Graphics Programming 3D theory and application (development of software rasterizer). B
Interactive 3D Graphics Programming 3D theory and application using API's (DirectX, OpenGL). B
Applied Game Development 10+ person group project using Unreal Engine. B
Personal and Professional Development Soft skills, group projects, team working, etc. B

First Year Results
Ludology History of gaming, intro to programming games. A
Software Development I Programming principles, basics of C#. A
Algorithms and Data Structures Use of Common Algorithms and Data Structures in C++. Linked Lists, Quick Sort, etc B+
The Computing Environment Soft skills, presentations, CV writing, etc. B+
Computer Architecture Hardware architecture of computers, assembly. B
Games Design Game mechanics, concepts, simple games, etc. B
Software Development II Application development, basics of C++. C+
Basic Mathematical Techniques Algebra, Integration, Differential Equations, etc C+
Computation Mathmatics Discrete Mathematics, Vectors, Matrices, etc C+

BTEC National Diploma For IT Practitioners

2007-2009

Grade: Distinction Distinction Distinction (DDD)
Institution: Aylesbury College

Diploma In Professional Practice

2012

Whilst working for SN Systems, I was visited occassionally by members of the University of Derby staff, who discussed how I was performing with my colleagues. Having satisfactorily passed their requirements I was presented with a diploma in professional practice.

Perforce Training Day

2012

Whilst working at SN Systems I got the chance to go on a training day run by a Perforce employee, during this day we were thoroughly taught all the ins-and-outs of using Perforce as version control software.

Climax Studios

June 2013 - Present

Currently starting work as a graduate programmer working for Climax Studios based in Portsmouth.


SN Systems

June 2011 - July 2012 (1 Year)

I worked at SN Systems (a wholly owned subsidiary of Sony Computer Entertainment Group) for a year as part of a sandwich degree at my University.

My work was highly varied, and I worked across several of the internal teams during my time there, including the Tool-Chain Team, Debugger Team, Software Infrastructure Team and VSI Team.

Development was primarily in C/C++ as well as Python which is used for numerous of the in-house tools.

The main projects I worked on were; the design and development of SN's in-house build farm, work on SNC toolchain / VSI releases (PSP/PS3), and several other smaller projects.
Copyright (C) 2013 Timothy Leonard
All Rights Reserved