Samuel Rudd

Samuel Rudd

Game Programmer

Game Programmer

Game programmer with over 5 years of industry experience developing tools, gameplay and systems.

Game programmer with over 5 years of industry experience developing tools, gameplay and systems.

About Me

About Me

I'm a game programmer with over 5 years of industry experience in tools, system and gameplay in a large scale AAA action RPG.

I'm a game programmer with over 5 years of industry experience in tools, system and gameplay in a large scale AAA action RPG.

I attended the University of Central Lancashire studying video games development. I achieved a first class masters degree graduating in 2020. 

I attended the University of Central Lancashire studying video games development. I achieved a first class masters degree graduating in 2020. 

I started work for d3t in 2020 after getting noticed for my work in a game jam competition. At d3t I gained Industry experience working on a flagship AAA RPG from pre-production to its near-release, I developed several foundational editors and systems. My contributions are now in use across multiple studios on games with a diverse range of design and technical requirements.

I started work for d3t in 2020 after getting noticed for my work in a game jam competition. At d3t I gained Industry experience working on a flagship AAA RPG from pre-production to its near-release, I developed several foundational editors and systems. My contributions are now in use across multiple studios on games with a diverse range of design and technical requirements.

AAA RPG

AAA RPG

Currently I'm working on a AAA RPG due for release in Q4 2026. Due to my NDA I can't disclose the entire details however, I joined the project in pre-production and have worked on it for over 5 years across gameplay, systems and tools.

I developed several key foundational editors and systems during my time on the project. Over time I was given quite a lot of responsibility being the owner of many different pipelines such as Terrains, splines and content generation within the editor. I led groups of artists, designers and developers to deliver production critical work. I was responsible for organising the requirements gathering, planning and work delegation.

These are some of my key features on the project:

  • Creation of a new fully featured Terrain Editor.

  • Overhauled how terrains were rendered in the editor.

  • Created the engine's new terrain sculpting tools.

  • Created the engine's new terrain painting tools.

  • Led a overhaul of the spline editor and workflows.

  • Created a tree-view asset browser.

  • Created a level editor content filter.

  • Created a system for creating  and managing debug game saves 

  • Implemented user profile system to manage player identity & controller configs.

  • Worked on enemy AI and behaviour trees.

  • Mentored multiple associate programmers.

  • Worked on many other bugs and smaller features.

Currently I'm working on a AAA RPG due for release in Q4 2026. Due to my NDA I can't disclose the entire details however, I joined the project in pre-production and have worked on it for over 5 years across gameplay, systems and tools.

I developed several key foundational editors and systems during my time on the project. Over time I was given quite a lot of responsibility being the owner of many different pipelines such as Terrains, splines and content generation within the editor. I led groups of artists, designers and developers to deliver production critical work. I was responsible for organising the requirements gathering, planning and work delegation.
These are some of my key features on the project:

  • Creation of a new fully featured Terrain Editor.

  • Overhauled how terrains were rendered in the editor.

  • Created the engine's new terrain sculpting tools.

  • Created the engine's new terrain painting tools.

  • Led a overhaul of the spline editor and workflows.

  • Created a tree-view asset browser.

  • Created a level editor content filter.

  • Created a system for creating  and managing debug game saves 

  • Implemented user profile system to manage player identity & controller configs.

  • Worked on enemy AI and behaviour trees.

  • Mentored multiple associate programmers.

  • Worked on many other bugs and smaller features.

Game Engine

Framework:


Language:


Libraries:

Framework:

Language:

Libraries:
Grade:

DirectX 11


C++, HLSL


ImGui,
Assimp,
PhysX

DirectX 11

C++, HLSL

ImGui, Assimp, PhysX
First Class

This is my component based 3D game engine made using DirectX 11 for my university masters project.

It supports PBR lighting, physics and post-processing. The editor includes hierarchy trees, component property panel, docking, picking, transform gizmos, a console for debug messages and command line support. Tools were added for behaviour trees and A* pathfinding.The editor was created using ImGui.

This is my component based 3D game engine made using DirectX 11 for my university masters project.

It supports PBR lighting, physics and post-processing. The editor includes hierarchy trees, component property panel, docking, picking, transform gizmos, a console for debug messages and command line support. Tools were added for behaviour trees and A* pathfinding.The editor was created using ImGui.

Unity AI

Engine:


Language:


Grade:

Engine:

Language:

Grade:

Unity


C#


First Class

Unity

C#

First Class

The project is a strike team that uses Utility AI to move in formation from room to room fighting the other agents.

The actions of the agents are determined using Utility AI. They are given a list of all actions they can perform, the available action pool is determined by their state and from these actions a score is calculated using the agent's properties to determine what action to perform. To add variation to the agents they are randomly assigned traits that influence the state and action scoring. For operations that require complex sequences, behaviour trees are used. An in game interface was created to show/ edit the status of the utility system for each agent.

The project is a strike team that uses Utility AI to move in formation from room to room fighting the other agents.

The actions of the agents are determined using Utility AI. They are given a list of all actions they can perform, the available action pool is determined by their state and from these actions a score is calculated using the agent's properties to determine what action to perform. To add variation to the agents they are randomly assigned traits that influence the state and action scoring. For operations that require complex sequences, behaviour trees are used. An in game interface was created to show/ edit the status of the utility system for each agent.

Post Processing

Framework:


Language:


Grade:

Framework:

Language:

Libraries:
Grade:

DirectX 11


C++, HLSL


First Class

DirectX 11

C++, HLSL

ImGui, Assimp, PhysX
First Class

This is a post processing assignment I did for Graphics in university. 

The project covers Poly Post-Processing, Area Post Processing and Full Screen Post Processing. The effects implemented are Bloom, Gaussian Blur, Colour Filter, Distortion, Pixilation and “Underwater” effect. The effects can be applied in any order and multiplied to increase the effect.

This is my component based 3D game engine made using DirectX 11 for my university masters project.

It supports PBR lighting, physics and post-processing. The editor includes hierarchy trees, component property panel, docking, picking, transform gizmos, a console for debug messages and command line support. Tools were added for behaviour trees and A* pathfinding.The editor was created using ImGui.

©2025 All rights reserved Samuel Rudd

©2025 All rights reserved Samuel Rudd