Since the age of 13 I have been engrossed in Web Development. Over the years my passion and enthusiasm for everything technology-related has continued to grow, which led me to start my career in Web Development in 2013. I have a strong will to learn, so I am continuously advancing my skills, experience and knowledge.
I previously worked for HeadRed as a Senior Web Engineer.
ImperiumForge is an experimental MMORPG I'm working on. It is a server authorititive MMO, meaning the Game Server runs all the logic. The Game Server is written in NodeJS using Colyseus for the netcode, allowing it to scale vertically and horizontally. The Game Client is written in WebGL using PixiJS and the user interface is written in Vue. There is also a frontend API written in Laravel for pre-connection authentication using JWT.
I started TNotifier in December 2012 after being asked by a Twitch Streamer to create a platform that allowed fully customiseable Notifications. From there, I grew TNotifier in to an application that provided a powerful set of tools to over 100,000 Streamers worldwide, with a group of vounteer Staff to help maintain and support the site.
BoomTown is a crowd-game I develop and maintain for Player.me. A Twitch Streamer would show the game on-stream during downtime, such as a break from a game, and Viewers can donate to spawn Planes with their names on which destroy the city below.
Once most of the buildings in the Village are destroyed, a highscores table will show the top 3 Viewers who caused the most havoc.
Traditional Inheritance systems don't always work well within Game Development - as such, an Entity Component System is used to get around these problems. To learn how they worked, I created my own ECS Library which I now use on my own games.
Whilst working on a new Project, I noticed that working with so many different external APIs at the same time was difficult. No two APIs are the same, each differ in wording, response structure, have different requirements, and so on.