Alex Fullarton

Game & Software Developer

alex

About Me


Hello, my name is Alex Fullarton. I am a games software developer from the North East of England, currently based out of Sheffield, UK. I began programming at the age of 20, after deciding to transfer to a different degree and university after 2 years of study. I was inspired to do this after meeting one of my flatmates in my first year of university who was reading a Games Software Development degree at Sheffield Hallam University. I had always had an interest in game development from a young age, however options for studying programming were limited while I was at school and college, so I chose to study more traditional subjects instead. I finished 6th form with 3 A-Level's in Chemistry, Maths and Biology and went on to study Chemistry at the University of Sheffield for 2 years, before transferring to the newly named Computer Science for Games course at Sheffield Hallam University, an integrated Masters level course, and graduated in 2022 with a First.

While studying at university, I learned a wide variety of coding languages covering web development, game development using engines such as Unreal Engine 4 and Unity, as well as developing applications using Microsoft's DirectX framework and writing shaders using HLSL. I also studied in-depth the assembly language, which gave me great insight into how higher-level code operates in the background, and allowed implementation of some more advanced optimization techniques. Later stages of the degree were more focused on preparations for working in a professional environment, with large projects being undertaken in groups consisting of students from other courses such as Game Art and Design. I also learned about and implemented many advanced optimization techniques such as multithreading and parallelism, which are critical in the games industry in striving for the best performance from complex games.

I carried out a placement in my third year of my degree for 12 months, in which I worked for Doncaster and Bassetlaw Teaching Hospitals NHS Foundation Trust as part of their in-house development team. This role involved maintaining, creating and implementing a wide range of applications across the entire trust which were essential to the day to day running of the trust. As part of a small team, we developed a patient tracking system, which was implemented into the Accident and Emergency department of Doncaster Royal Infirmary, and allowed the staff to track how long individual patients had been waiting in the department and whether or not other departments such as Radiology were able to recieve the patients for carrying out tests. This proved to be very successful, and reduced wait times for the patients in the department drastically, and I was later given control of a similar project in which I solely developed a system which provided information on incoming ambulance transfers to and from the trusts Acute Medical Unit. This placement was a highlight in my degree, as it allowed me to gain hands on experience of working in a high pressure environment, and working closeley with clients on deciding requirements of the systems we were developing. I also gained knowlegde of working on big data sets, as the hospital was going through a "digitization" period while I was employed there, which meant much of my work was aiding other departments in digitizing the millions of paper records, or providing access through custom developed interfaces to digital databases for other departments.

I am developing a few games in my spare time with the intention of eventually releasing via console marketplaces and Steam, so please stay tuned for updates via any of the links below.

My Skills

C++

Unreal Engine 4

C#

Unity

HTML & CSS

PHP

JavaScript

SQL

DirectX

Download Full CV

My Portfolio


This is a list of all of my current and completed programming projects.


Portfolio Website

Project Date: 2022

Languages:

  • HTML
  • CSS
  • JavaScript
  • PHP
  • JQuery
  • SQL

Source Control:

  • Git

Tools:

  • Visual Studio Code
  • XAMPP

Custom made website that you are currently viewing using HTML, CSS, PHP and JavaScript. Initially developed as part of a first-year university module and then extended and updated after I gained improved web development skills on my placement year. Includes integration with a database system using SQL and PHP.


AI Comparison Project

Project Date: 2022

Languages:

  • C++

Source Control:

  • Git

Tools:

  • Visual Studio 2022
  • Unreal Engine 4

Created as my deliverable for my Masters Dissertation, this project focused on creating, comparing and contrasting custom built AI systems in Unreal Engine. I created a custom Behaviour Tree model, and a custom State Machine model, then implemented identical enemy controllers using these systems. Performance data such as CPU usage, Memory Usage, FPS data and more, was recorded and used to determine the most effective AI method for an Adventure-RPG style game with a large number of enemies present on screen at once. The final deliverable allowed manipulation of spawn conditions, changing of enemy and player health values, varying the number of enemies spawned into the level, and changing between the two different AI implementations. Using these AI implementations, I was able to create "enemy" units that would patrol randomly throughout the game world, chase the player on detection (using UE4's AI Perception system), go back to patrolling upon losing sight of the player, as well as being able to engage the player in both melee and ranged combat dependant on a variety of factors.


Stealing Stuff

Project Date: 2021

Languages:

  • C++
  • Blueprints

Source Control:

  • Perforce

Tools:

  • Visual Studio 2019
  • Parsec
  • Unreal Engine 4

This project was created as part of my final Masters year project at university. Working in a team of 3 programmers and 3 artists, we chose to update an already developed game that was created the previous year by one of our artists and their team. The aim of the assignment was to add a large new feature to the existing game and polish the game to as high a standard as possible ready for commercial release. Upon starting the project, our team realised that a lot more work was needed to improve the game due to some of the techniques used to develop the original version being complicated and very difficult to understand, as well as a large amount of bugs and issues that carried over from the original version to this project. We at first attempted adding networked multiplayer to the project via Steam, however we ran into many issues with replication of the large amount of moveable items present in the game world, and eventually settled on converting the local cooperative multiplayer game mode into a competitive multiplayer game mode. We also optimised many aspects of the game to increase performance, as well as creating a variety of new levels. This entire project was carried out during the COVID-19 pandemic and the entire team worked from home and never met face to face. This presented unique challenges, especially when testing a local multiplayer game, and we ended up using some software called Parsec, which allowed other team members to remote-player on each other's PC's for testing purposes.


Legend of Gus

Project Date: 2020

Languages:

  • C++
  • Blueprints

Source Control:

  • Git

Tools:

  • Unreal Engine 4
  • GitKraken
  • Trello

This project was developed as the final piece of work for a third year module at university. This project involved working with artists from other courses to develop a game of our choice. The team consisted of 2 programmers and 4 artists. Legend of Gus is a dungeon crawler game that features randomized dungeon layouts that differ each time you play, as well as a loot and inventory system. The dungeon randomizer was first developed in a pure C++ environment outside of Unreal Engine as a proof of concept, and once working was then implemented into UE4. The aim of this project was to finish the game to a very high standard and possible publish the game through the university's studio, however the first lockdown of the COVID-19 pandemic happened half way through this project, and everyone was forced to complete the remainder of the project from home, meaning it wasn't completed to as high a standard as I would have hoped. This was my first time using Unreal Engine, and I strove to try and use as little of the Blueprint system as possible in order to try and get used to the coding practices and new syntax that are required for writing games using Unreal Engine.


Tower Defence Game

Project Date: 2018

Languages:

  • C#

Source Control:

  • Git

Tools:

  • Unity
  • Monodevelop
  • Visual Studio 2017

This game was developed as part of a Professional Development Project module in my second year at university. I worked as part of a small team of 2 programmers and 2 artists to develop a game of our choice over a period of 2 weeks. The structure of this project emulated a game jam or professional environment, in that this was the only project that I worked on for the two weeks, and it was worked on from 9am - 5pm each day. Scrum meetings were held each morning and the development of the game was organised into a series of sprints which was managed through Trello. We completed the majority of the game in the given 2 weeks, and were then allowed 2 more weeks to finalise for submission. Unfortunately due to the small team size and illness of one of the artists during the project, this project was unfinished.


Primary Prototype

Project Date: 2017

Languages:

  • C#

Tools:

  • Unity 3D
  • Mixamo
  • Monodevelop

A third-person-shooter game developed from a skeleton program as part of a university module. This was my first game developed in one of the more established and popular industry game engines. The brief for this project was to produce a "zombie horde" style game, with endless enemies which ended when the player was overrun. This project involved importing and applying animations to a skeletal mesh as well as implementing sound effects and music.


Space Invaders Remake

Project Date: 2017

Languages:

  • C#

Tools:

  • Unity 3D
  • Visual Studio 2017

This was my first project as part of a cross discipline team, involving other programmers as well as Game Art & Design students from other university courses. We were assigned teams and had a 4 week block to develop a remake of the classic game "Space Invaders". We chose to create a 3D version of the game and implement an upgrade store.


Sneaky Game

Project Date: 2017

Languages:

  • C++
  • HLSL

Source Control:

  • Git

Tools:

  • DirectX 11
  • Visual Studio 2017
  • GitKraken

This was developed as part of an "Introduction to DirectX" module in my second year of university. I worked in a small team of programmers to develop a minimalist DirectX based game engine. This was a very difficult project as we had done little work using DirectX before this and were expected to learn the basics on our own during the project. This project gave good insight into the complexities of the popular engines used today and how to better optimise code for use in games. Pair programming was used for this project as a way for group members to better learn about DirectX.


Steamhead

Project Date: 2016

Languages:

  • Game Maker Language

Tools:

  • Game Maker Studio
  • Adobe Flash
  • Adobe Photoshop

Steamhead was my final year project in my first year of my degree. It was my first fully completed game and included custom animations on a custom made character. This was a short platformer style game with a few levels and a variety of hazards and mechanics, such as jumping and crouching, moving platforms and enemies.

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