Hi, I'm Alex! I'm a game developer and software engineer, based in Canberra, Australia.
I've been programming for over 16 years, and I began with game development. I've been developing games professionally for 11 years, specialising with Unity and C#, and I've worked in most disciplines that a games programmer can work in.
While I specialise as a programmer, I have interests, knowledge, and skills in almost all fields of the creative and technical aspects of game development, including art, programming, audio, and design.

UNANNOUNCED PROJECT

Amplitude Studios

On this project, I served as a Senior Programmer. I worked closely with a small team to architect and develop networking, gameplay, and testing systems from the ground up, in a continuous delivery model.


Gods Unchained

Immutable

Gods Unchained is a digital trading card game. It builds on the foundations of Magic and Hearthstone, while forging it's own unique style, identity, and story.On Gods Unchained, I served as a Senior Game Engineer. I took the game from prototype to live service game, with a rapidly expanding team, and was responsible for many aspects of the game, including systems design, networking, gameplay, optimisation, game content, testing, and development and design tools.


HOT PINK

Wildgrass Games

Hot Pink is a neon fever dream score attack game. You are bombarded by an endless stream of blocks that you must break in order to survive. Keep it up as long as you can, defeat your friends, and challenge yourself.On Hot Pink, I was the Technical Director, and built the game from prototype to release. I was responsible for all of the technical roles required by the team in the course of development, including the game's back-end service, physics and input, and procedural level generation.


BEARZERKERS

Wildgrass Games

Bearzerkers is a local multiplayer arena arcade game, where players take the role of small mammals on the run from bloodthirsty bears, and conspire against each other to be the last one standing. The game was part of the PAX Aus Indie Pavilion in 2014 and 2015.On Bearzerkers, I was the Technical Director, and built the game from prototype to release. I was responsible for all of the technical roles required by the team in the course of development, including physics, AI, pathfinding, graphics features, gameplay systems, and procedural level generation.


Shift

Alex Short

Shift is a small, polished, and atmospheric rendition of the classic Shell Game, developed over a week in my spare time. Free to download and play on Itch.io, and a piece I’m particularly proud of.


Aurora

Alex Short

Aurora is a set of tools, frameworks, systems, and code helpers to make game development easier, more extensible, and more interesting. The project serves as an outlet for more miscellaneous technical endeavours, and as a vehicle to make those endeavours useful in my future work.


World Line

Alex Short

World Line is a personal project of mine; an ambitious game concept, that forces me to challenge myself to solve problems beyond my knowledge and capability. Through this challenge, I've been exploring new technologies, modern algorithms, and learning how to build complex systems in more effective and sustainable ways.

I'm always looking for new opportunities, so if you think I'm a fit for your project or organisation, or you'd like to know more, let me know!
I can be contacted via Email