Cameron G. Dawes

Computer Games Programmer

Skills

PS5 Worms

Cross-Platform Engine Development (Rendering)

A collaborative project between myself and six others to develop a custom game engine targeting multiple platforms, including PlayStation 5. I was responsible for the engine's rendering backend, implementing support for both DirectX 11 on PC and PlayStation's proprietary graphics API.

Github

DirectX 11 Rendering

A graphics rendering project focused on implementing modern rendering techniques using DirectX 11. Features include normal mapping for detailed surface lighting, a deferred rendering pipeline for efficient lighting, and post-processing effects to enhance visual.

GitHub

Dissertation Project: Usability in Terrain Generation Tools

A research project exploring the impact of user feedback on the usability of game development tools. As part of this study, I developed a custom terrain generation tool, which served as the medium for evaluating how usability-focused design and user feedback can improve tool efficiency, learnability, and user satisfaction.

GitHub Research Paper

Low Level Optimisation

C++ physics simulation where the challenge was optimising the program to run more objects simultaneously. Used built in visual studio performance tools along with the PS4 Dev tools to identify areas that can be optimised. Use of optimisation techniques such as using Octrees, Multi-threading and more.

GitHub

Game AI

A project focused on implementing game AI techniques. Features include a range of steering behaviours (Seek, Arrive, Flee, Evade, Wander, Collision Avoidance, Separation, Alignment, Cohesion), pathfinding algorithms (Dijkstra, A*, and JPS), and a state machine that enables AI agents to dodge enemies, shoot enemies, and search for health and ammo dynamically.

Learn More GitHub

Physics

A project focused on creating a physics renderer that simulates collisions using different types of colliders (sphere, AABB). The system calculates object motion, applying forces like gravity, and includes future plans for advanced features like angular momentum conservation.

Learn More GitHub

WPF Terrain Generation Tool

A terrain generation tool developed using WPF, featuring terrain generation with the Diamond-Square algorithm and noise generation. I also implemented a hydraulic erosion algorithm (by Nicholas McDonald) to simulate realistic terrain erosion and allowed for exporting.

Learn More GitHub