Hello, my name is Thomas, I am programmer based out of South Australia. My special skills include being fought by a computer, being beaten by a computer and being desolated by a computer. Yet no matter what, I will continue trying. I've just started my own business where I'll be making games to hone my skills and test the market, help others create their own projects and develop tools along the way that I'll be distributing to the masses.
I work hard and am always upskilling myself because my goals shouldn't be halted because of my limitations. I focus on network multiplayer because an opportunity to play with others helps create connections. Other than that I'm working on a card game, I enjoy creative writing, love to mess around with acting and voice acting, nothing serious yet.
My biggest goal is to create a sustainable game studio that focuses on a positive, healthy workplace environment. I would love to create experiences that make people think and feel something but it's 1 step at a time and I still have a lot more falling on my face to do.
Email: thomastidy@dynamake.com.au
Experienced with Unreal engine's GAS (Gameplay Ability System), Character Movement Component, Fast TArray Replication, AI Perception and UMG in Unreal engine
Proficient with C++, C# and Blueprints
Experienced with Network multiplayer
McDonalds Murray Bridge team member: August 2019 - December 2020
K-Hub Murray Bridge team member: December 2020 - April 2022
2024
Graduate Diploma of Management (Learning)
BSB80120
2023
Advanced Diploma of Professional Game Development
10702NAT
2022
Diploma of Information Technology
ICT50220
Diploma of Screen and Media
CUA51020
2021
Certificate III in Information Technology
ICT30120
2020
Certificate II in Information, Digital Media and Technology
ICT20115
October 2023 - October 2024
Project director
Lead programmer
Lead designer
Project highlights:
Architecting the game through GAS (Gameplay ability system) so that all combat, building, movement and inventory operations would flow through the system at some point during the game. Taking advantage of ability tasks for ticking, attribute sets for stats like health and power, effects for damage and status effects and application requirements for preventing friendly fire.
Creating complex AI with decision making based off the stimulants from the AI perception system. Applying an algorithm that values stimulants like sight and sound and plugs them into an operation in combination with other conditions such as distance and previous target to generate a value which is compared to the previous highest value to determine it's target.
Developing an in-game build system to accommodate for complex environments and terrain. Orienting towers based off surface normals and offsetting preview buildings to point to their base calculated from actor bounds.
Subclassing the character movement component to introduce customised movement capabilities that function in high latency environments. Adding networked coyote time, gravity curve, strafing and sprinting by creating custom bit flags as well as a custom FCharacterNetworkMoveData for additional data.
Organise My Bags
October 2024 - Ongoing
Project director
Lead programmer
Lead designer
Project highlights:
Integrating gameplay with user interfaces involved the process of testing the limits of UMG, widget interaction and the interplay of the two. As well as retaining the one way dependency design of UI to internal systems per best practice.
Utilising a Samsung galaxy A05s low spec android phone as a testing device to ensure widest accessibility and reaching a performance improvement of 15-20 FPS to 27-30 FPS by using Unreal insights and process of elimination to discover the expensive operations of mobile HDR and occlusion culling.
Recreating the prediction key system from GAS (Gameplay ability system) to introduce client-side prediction for inventory operations that utilise FFastArraySerializer to potentially reduce network load.
DisEnTangle
December 2024 - Ongoing
Lead programmer
Project highlights:
Making a designer friendly cinematic camera system with completely customisable sequences. Colour coded volumes that can by dynamically linked and unlinked to cinematic cameras and change into any available brush shape.