ADAM WOLF
Game Programmer
Discord: lord_sarr | Steam : sarr50
Email: Adam-wolf@hotmail.co.uk

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My name is Adam, and I'm the Lead Programmer at Feral Computing.

With over 9 years of working experience utilizing Unreal Engine 4/5

Studied Software Engineering for 4 years at Staffordshire University

QA Tester for GBTN for over 7 years

CV : Link
Unreal Marketplace : Feral Computing

Currently Available to Work Remotely!


Strongest Skills:

  • Prototyping

  • Gameplay Programming

    • AI

    • Combat Systems

    • Cover Systems

    • Character Progression

    • Construction & Crafting

    • Quest Systems

    • Physics Systems

    • Animation Systems

    • UI, HUD and Menus

    • Debugging, Refactoring, and Optimisation

    • Rewrite blueprints in C++

    • Multiplayer Implementation

    • ...and many more!

Skills:

  • Level Design

  • 3D Modelling and Texturing

  • Game Design

  • Server Backends

  • SQL (Databases)

  • Python scripting

Software Skills:

  • Adobe Fuse

  • Autodesk Maya

  • Unreal Engine 4/5

    • Blueprints and C++

      Custom Editor Tools Creation

  • Substance Painter

  • Photoshop

  • Source Control (Git, Perforce, SVN, Plastic)

Voxel World Creator

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For a Client project, I was required to create a cube world editor. That would be used to create a playable level within clients project
Features Included:

  • Expandable Block Database
  • Multiple Possible Shapes for each block
  • Simple Fluid Flow Simulation
  • Saving
  • Loading
  • Creation and Destruction of Individual and also Multiple blocks using mouse selection


Due to the way the blocks are handled, I was forced to break up the world into 32x32x256 sized components, which each handle the blocks within their area to optimise cpu performance
Loading of saved levels is done in a separate thread, world components are spawned in turns, and handle blocks within their area.

Each block is allowed to have its own logic (for eg, the Liquid blocks have their own "flow" logic)