James Thompson

Projects

Pawlarity

Tech Lead & Gameplay Programmer

Unreal EngineGameplay ProgrammingUX
Team size:
26 people
Project duration:
9+ months

A 2 player co-op puzzle game where the players control cats with opposing magnetic polarities to solve environmental challenges. In active development; preparing for Steam release.

My contributions

  • Developed magnetic attraction and repulsion systems for free, pivoted, and spline-constrained interactions, enabling designers to author multiple magnetic gameplay behaviors.
  • Performed user research playtests incorporating feedback and fixing dozens of bugs to ensure good user experience, project stability and performance.

ROW

Solo Developer

UnityGameplay ProgrammingGraphicsUX
Team size:
Solo
Project duration:
2 Weeks

A solo project, built with Unity and C#, designed to emulate the kinesthetic feeling of rowing a boat through a foggy nighttime harbor. A strong focus was devoted to visual and auditory feedback.

My contributions

  • Implemented physically based water bouyancy
  • Distinct layered oar animations and force curves
  • Axis-dependent linear drag
  • Water shader with depth based transparency, vertex displaced waves, and dynamic foam

Magnet Opus

Gameplay Programmer

UnityGameplay ProgrammingUXAI Behaviours
Team size:
4 people
Project duration:
1 month

A 2D wave battling shoot-em-up where the player's main weapon and traversal tool are a pair of magnetic gauntlets with different polarities. Built in Unity with a team of 2 artists, 1 designer, and 1 programmer (me).

My contributions

  • Implemented several enemy AI behaviours and pathfinding using FSMs and waypoint graphs
  • Developed a 2D character controller capable of wall sliding/jumping, hanging from ceilings/ledges, pulling/pushing off surfaces, and more

Phantom Penumbra

Graphics Programmer

Custom C++ EngineGameplay ProgrammingGraphics
Team size:
5 people
Project duration:
8 months

An audio stealth horror game built with a custom made C++ engine. Focus was on developing technical capabilities of a ground up engine.

My contributions

  • Developed a bespoke 2D batch rendering pipeline using OpenGL, GLFW, and STB-Image.
  • Engineered a cache-coherent particle system supporting over 100,000 dynamic particles.
  • Architected a dynamic 2D lighting system, utilizing bespoke GLSL shaders, supporting multiple moving light sources and shadow casters.

Rollercoaster Tycoon

Gameplay Programming Intern

UnityGameplay ProgrammingUX
Team size:
Graphite Lab
Project duration:
3 months

Restore your very own park in this free-to-play mobile math-3 puzzler with the series first ever story campaign. Built using Unity and C# by Graphite Lab.

My contributions

  • Implemented and deployed several match-3 puzzle mechanics enabling designers to author dozens of levels.
  • Collaborated with a dedicated QA team to identify and fix several technical bugs.