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.
Projects
Example Projects
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.
