Alex Scott

Alex Scott

Software Engineer

GitHub

About Me

Hello, I'm Alex, a student studying a Masters in Computer Games Programming at Staffordshire University. I am a keen, self-motivated individual who loves a challenge and I'm looking for an opportunity to make a contribution to something I can truly be proud of, as a team or by my own initiative.

The thing I love about creating computer games is watching people play my games and seeing them enjoy something I've created. I aim to create original, beautiful and robust games that are enjoyed by all

Feel free to check out some of my code on GitHub or browse some projects from my portfolio below. Please bear in mind that some of my respositories on GitHub are used for learning or playing around and weren't intended to be viewed by anyone else. If you are looking for a proper example of my work, please browse the pinned repositories on the homepage or contact me for access to my private repositories.

Projects


2D Game Engine

2D Game Engine

The 2D Game Engine is built in a team of three people with the core of it being written in the C++ programming language. It was developed with a strong consideration to software architecture and software development patterns. The idea was to avoid any bad programming practices or code smells and to effectively work together as a team.

Find out more

ClockLight

ClockLight

ClockLight is a mobile game built with Unity. It is a challenging, quick reflex game where the user must move the hands on a clock so that they align with specific points around the clock edge.

Find out more

Networked 2D Shooter

Networked 2D Shooter

The application allows multiple users to create and join game rooms and, when all are ready, to fight eachother in a top-down space shooter style environment. The game features an authoratative server and utilities various algorithms in an effort to improve the user experience including Client-Side Prediction, Server Reconciliation and Entity Interpolation.

Find out more

Rainbow Islands Neural Network

Rainbow Islands Neural Network

The project implements the rainbow islands 2D platforming game with a player controlled by a evolutionary neural network. The neural network takes multiple inputs from the game world and turns them into outputs, which in turn move the player. In the background there is a genetic algorithm working, back propagating the sets of weights to evolve them to find a solution and the best results are saved to file.

Find out more

DirectX11 Graphics Algorithms

DirectX11 Graphics Algorithms

DirectX11 graphics project demonstrating various advanced graphics techniques and elements including terrain generation, skeletal animation and deferred shading.

Find out more

Runassiance

Runassiance is a 2.5D platformer built in Unreal Engine 4, built in a team of 5 people. Mutliple users must race their characters to the end of the level, navigating obstacles and eachother.

Find out more

The Lounge

The Lounge

This is the company intranet for BIG Warranties written in C# .NET following the WebForms design structure. This application is designed to be the central place employees go to see news about the company, use various social features and access other applications.

Find out more

BIG Desk

BIG Desk

BIG Desk replaced BIG Warranties in-house ticketing system and external email system. This application was written in C# .NET following the MVC design structure.

Find out more

BIG Documenation

BIG Documenation

BIG Documentation is an application used by BIG Warranties development team that displays various project’s XML tags in a presentable format. When a programmer adds an XML tag to their project to describe anything from a class to a function, BIG Documentation will pick it up and display it in a nice format in the application.

Find out more

Other Projects

Unity Optix Plugin

An example of a Unity plugin that allows a developer to leverage the power of NVIDIA Optix within a Unity game. The current example focuses on generating a point cloud from a sensor using Optix and nothing from the Unity physics/raycast systems.

View on GitHub

Cloud Ray Tracer

Research project built with Unity investigating using The Cloud for backend processing in graphically intensive, real-time simulations.

View on GitHub

Ray Tracer Framework

Basic ray-tracing framework that renders a video. Later ported to PS4 ORBIS.

View on GitHub

Work Experience

Intern Research Engineer - BMW North America (July 2018 - Present)

Research and development of simulation artifacts and algorithms for autonomous driving strategies, and integrating the algorithms into prototype development vehicles.

Student Research Engineer - BMW (May 2017 - August 2017)

Improved upon BSc Dissertation research to develop an optimised ray-tracing solution for an existing project through parallel computing with NVIDIA CUDA. Wrote interfaces to safely interop data between managed (Unity C#) and unmanaged (CUDA C++) code.

Software Engineer - Bournemouth Independent Group (July 2015 - July 2016)

Bournemouth Independent Group is an insurance company focused on providing the best-rated warranty and maintenance plans in the UK. Designed and developed systems using the .NET development stack (C#, HTML, CSS, JavaScript, MSSQL) based on a specification.

My GitHub