SQUADRON 42 & STAR CITIZEN

At Cloud Imperium Games, I worked across technical design, systems design, and QA while contributing to both Squadron 42 and Star Citizen. I designed and implemented game wide features and systems, taking ownership of bespoke and systemic interaction setups, lore driven systems, and the implementation of stealth mechanics at a game wide level.

My work included designing and delivering a refactored AI perception system, implementing multiplayer capable turret functionality for both NPCs and players, and building ship control display systems that allow players to intuitively manage speed, firepower, shields, and targeting. Alongside feature development, I was responsible for bug fixing and iterative refinement in response to playtest feedback and technical constraints.

Earlier in the project, I worked as an embedded tester supporting the core gameplay, systems, and tech design teams, giving me direct exposure to day to day development workflows and close collaboration with designers and engineers. I began at the studio in QA, where I developed a strong foundation in debugging, gameplay analysis, and production focused problem solving, while helping improve QA workflows to prioritise build stability. This progression gave me a practical, systems level understanding of how complex features are designed, implemented, tested, and shipped within a large scale, technically demanding project.