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Company History


Our journey began in the early days of game development, rooted in the passionate world of modding. We started with the original Quake Engine, actively contributing to the community by creating mods and even standalone games using ID Tech. Always pushing boundaries, we developed custom techniques to maximize what the engine could achieve.

As technology evolved, we transitioned to Valve’s Source Engine following the release of Half-Life, bringing our experience and creativity to a new platform. We became an integral part of the community, designing maps, game modes, and new gameplay mechanics that expanded what was possible in Source.

With the launch of Unreal Tournament (1998), we embraced Unreal Engine, recognizing its potential for the future of game development. Epic Games encouraged innovation through community contests, and we took on the challenge by developing a total conversion of Unreal Tournament transforming it into a third person open world game.

This milestone marked a turning point. We expanded our team, bringing in talented developers and artists, and ultimately released our first full game using Unreal Engine. Since then, we have continued to grow, refining our expertise and pushing the limits of interactive experiences.

Developing Our Game Engine

While working with different engines, we saw the limitations in existing tools and felt the need for something more flexible and tailored to our vision. This led us to embark on one of our most ambitious projects developing our game engine. Inspired by the BSP-based architecture of Quake and Half-Life, we built a powerful in-house engine that provided advanced world editing, rendering, and physics capabilities.

One of the defining features of our engine was its world editor, which offered a workflow similar to Valve’s Hammer Editor. It allowed developers to construct levels with precision, supporting a full entity system for placing enemies, weapons, interactive objects, and environmental triggers. Our lighting system combined static lightmaps with dynamic radiosity based bounce lighting, enabling more immersive and realistic environments. We also implemented advanced texture mapping, ensuring seamless UV alignment, and provided grid based snapping to maintain structural integrity.

The engine also introduced a robust scripting system, supporting both our custom scripting language and Lua, giving developers full control over AI behavior, cutscenes, and game logic. To enhance realism, we integrated Havok and ODE (Open Dynamics Engine) for physics simulation, enabling realistic object interactions, breakable structures, and dynamic movement. Recognizing the need for flexibility, we designed our physics system to support additional engines via a plug-in based architecture, allowing developers to integrate custom physics solutions as needed.

For rendering, we implemented support for both OpenGL and DirectX, also structured through a plugin system. This ensured compatibility across various hardware configurations while allowing for future advancements in graphics technology. Our engine’s optimization tools included BSP, VIS, and LIGHT compilation, along with techniques such as hint brushes, area portals, and VIS groups to enhance performance.

To support our growing development pipeline, we built a suite of proprietary tools, including a 3D modeling tool with support for bones, physics-based animations, and custom assets. This, combined with our scriptable event system, allowed for rich, interactive experiences, including scripted cutscenes, dynamic AI behaviors, and environmental storytelling.

Over time, we continued to refine and expand our engine, incorporating features such as displacement mapping for smoother terrain, skybox rendering for immersive environments, and interactive physics systems that allowed objects to break, move, and react to player interactions. With support for decals, overlays, weather effects, and environmental destruction, our engine provided a comprehensive foundation for creating complex and engaging worlds.

Developing our own technology gave us the freedom to push boundaries in game design, and it became the backbone of many of our early projects. Even as we transitioned to newer engines, the lessons we learned during this period shaped our approach to game development, reinforcing our commitment to innovation, customization, and technical excellence.

Collaborations and Contributions in the Industry

Following my graduation from Cambridge University, I began my professional career at Linden Lab, joining their Brighton, East Sussex office as part of the team responsible for maintaining and securing Second Life. My initial focus was on addressing critical security vulnerabilities that affected platform stability, mitigating exploits, and improving overall system performance. Recognizing my contributions, I was soon promoted to Linden Lab’s headquarters in San Francisco, where I played a key role in advancing the platform’s core technology.

One of my most significant achievements during this time was the development of a physics abstraction layer utilizing Havok. This addressed major exploits within Second Life’s legacy physics engine, significantly improving grid stability and reducing griefing incidents. Additionally, I became a core member of the Windlight team, helping integrate advanced atmospheric rendering and 3D cloud simulation into Second Life. This innovation, originating from Linden Lab’s acquisition of Windlight and Nimble, dramatically enhanced the platform’s visual fidelity.

Beyond these major technical contributions, I led a major server optimization effort, rewriting Second Life’s server technology to improve scalability. Early versions struggled to support more than 2–4 regions per server, but through rigorous optimization, we expanded this limit to 64 simultaneous regions, drastically reducing operational costs. I also worked on scripting language improvements, developing a prototype for a C# based scripting system, which laid the groundwork for Second Life’s transition to a Mono based solution. Additionally, I helped modernize the Second Life client, transitioning its UI from Mozilla lib to Qt, ensuring better performance and usability.

Throughout my time at Linden Lab, I remained deeply involved in the community and developer ecosystem, regularly addressing public bug reports, engaging with Second Life residents, and mentoring new developers to enhance the platform’s collaborative culture.

Runic Games and the Evolution of Torchlight

After my tenure at Linden Lab, I joined Runic Games, a Seattle-based studio known for developing the critically acclaimed Torchlight series. At Runic, I played a crucial role in the development of a custom in-house engine, leveraging the Ogre3D rendering toolkit. My contributions included implementing a custom cross-platform GUI using CEGUI, integrating Particle Universe for advanced physics-based particle effects, and utilizing NVIDIA PhysX to enhance real-time visual effects.

In addition to engine development, I worked closely with department heads to streamline workflows and improve technology pipelines. This included designing performance analysis tools, optimizing game runtime efficiency, and reducing load times through better memory management and algorithmic optimizations. My work ensured Torchlight’s artistic vision was realized without compromising on performance, setting a solid technical foundation for the franchise’s success.

Shaping Unreal Engine at Epic Games

Following my time at Runic Games, I transitioned to Epic Games, where I contributed to the development of Unreal Engine 4. During this period, I helped modularize the engine’s architecture, transforming it into a system of plugins and modules that enhanced flexibility and scalability. One of my key contributions was the design and implementation of a unified settings API, ensuring a seamless configuration experience across projects and the Unreal Engine Editor.

Beyond structural improvements, I played an integral role in the Sequencer cinematic toolset, working on its transition from prototype to a production-ready framework. I also worked on Slate UI, refining its API to improve Unreal Engine’s user interface functionality. In parallel, I helped develop the Unreal Engine Launcher, designing an intuitive front-end that streamlined the distribution of engine updates and project management.

As part of my responsibilities, I provided on-site technical support for licensees and industry partners, ensuring Unreal Engine’s seamless integration into external projects. My contributions helped solidify UE4 as a leading development tool for both games and cinematic productions.

Hellblade and Pushing Technical Boundaries at Ninja Theory

After Epic Games, I joined Ninja Theory, where I worked on the development of Hellblade. Within the constraints of an independent budget, I played a pivotal role in core gameplay system development, including combat mechanics, player interactions, and environmental systems. Using object-oriented design patterns in C++ and Blueprints, I developed key features such as a curve-driven animation system, targeting mechanics, and a dynamic camera manager for immersive storytelling and combat.

During the early stages of development, I helped build internal technology prototypes, including an unreleased system known as Razer, and optimized art workflows by developing custom tools for Maya and ZBrush. To overcome motion capture limitations in the early phases, I integrated third-party camera solutions, utilizing Kinect and custom-built rigs made from off-the-shelf Amazon and IKEA components.

Beyond gameplay programming, I contributed to engine-level updates, optimizations, and tool development, ensuring Hellblade met its ambitious artistic and technical vision. My work played a key role in defining the immersive, cinematic experience that became a hallmark of the franchise.

Dazzle Software – Establishing an Independent Development Studio

Following my time at Ninja Theory, I relocated to Canada and established my own studio, Dazzle Software. Originally founded as a brand for my independent software projects, Dazzle Software has since evolved into a platform for Unreal Engine development, specializing in custom tools, gameplay systems, and engine enhancements.

With over 25 years of programming experience, I focused on creating modular and reusable Unreal Engine C++ systems, particularly in areas like character mechanics, climbing systems, puzzles, and quest-driven interactions. I developed advanced data-driven frameworks for spells, stats, and progression mechanics using curves and datatables, ensuring seamless integration into Unreal Engine workflows. My expertise also extended to Slate UI customization, transitioning complex Blueprint-heavy projects into C++ implementations for performance and maintainability.

Beyond in-house development, I contributed to a range of indie and AAA projects, working on engine optimizations, tool creation, and gameplay mechanics that push the boundaries of what Unreal Engine can achieve.

Revolutionizing Automotive HMI at Ford Motor Company

Under the Dazzle Software umbrella, I later joined Ford Motor Company as Lead Programmer, overseeing the development of a custom Unreal Engine branch for the automotive industry. My work focused on optimizing Unreal Engine for QNX and Android platforms, integrating Ford-specific services and libraries, and helping to develop the next-generation Human-Machine Interface (HMI) for Ford vehicles.

As Unreal Engine maintainer, I was responsible for integrating Vulkan support, implementing QNX support in Unreal Engine, porting Gauntlet to QNX, and implementing custom packaging solutions for Ford’s development pipeline. One of my key contributions was the development of a boot metrics system, which provided detailed analytics on startup performance, texture memory usage, and Unreal Engine load times, optimizing the user experience for Ford’s Mustang HMI project.

My work at Ford helped bridge the gap between cutting-edge game engine technology and automotive UI development, establishing Unreal Engine as a viable solution for next-generation interactive vehicle interfaces.

After leaving Ford, I joined Eden Industries, Vancouver under the Dazzle Software umbrella.

As Lead Software Engineer at Eden Industries, I worked closely with AAA studios to successfully port high-profile titles to the Nintendo Switch. My role required a deep technical understanding of Unreal Engine 5 and a collaborative approach with industry leaders like Epic Games to deliver optimized gaming experiences for the platform.

A significant focus of my work was optimizing Fortnite for the Nintendo Switch. This involved conducting comprehensive memory profiling and performance analysis across Windows and Nintendo Switch environments to identify and resolve bottlenecks. Leveraging tools such as Server Runs and Replay Runs, I pinpointed areas of unoptimized memory usage, implemented targeted strategies to reduce memory consumption, and optimized or replaced critical assets, meshes, and blueprints to enhance overall performance.

I led efforts to improve asset and blueprint efficiency by converting performance-critical blueprints into C++, streamlining gameplay systems, and reducing runtime overhead. Beyond optimization, I contributed to Unreal Engine 5's functionality by addressing critical issues, enhancing outdated features, and refining engine components to improve efficiency and platform compatibility.

Additionally, I conducted routine performance analysis on Fortnite and Unreal Engine 5, identifying and resolving bugs and major performance challenges to ensure a smooth, immersive experience for players on the Nintendo Switch. My role required close collaboration with cross-functional teams, including Epic Games developers, to solve complex technical challenges and deliver industry-leading solutions tailored to Nintendo’s unique hardware constraints.

This position allowed me to combine my expertise in performance optimization, memory management, and Unreal Engine development to deliver exceptional results for a highly demanding platform.

After leaving Eden Industries for Crop Circle Games, I took on the role of Senior Engine Programmer, bringing over 20 years of experience in game development and software engineering to drive innovation and optimize Unreal Engine workflows. On Project Wells, I led the successful migration of the project from Unreal Engine 5.1 to Unreal Engine 5.4, unlocking access to advanced engine features, improved stability, and enhanced performance capabilities. Additionally, I migrated the project's C++ standard version, resolving strict compliance issues introduced in Unreal Engine 5.4 to ensure a smooth transition and improved maintainability.

One of my key achievements was the complete overhaul of the project’s AI system to implement a dynamic, performance-aware framework. This new system allowed AI to seamlessly adapt its states based on player positions and camera locations, significantly improving both gameplay immersion and resource efficiency. For example:

  • When no players were within an AI's range—or when obscured by the camera—the AI would reduce its frame and tick rates to conserve processing power.
  • When players moved out of range entirely, the AI would transition into a paused state, further minimizing resource usage without compromising gameplay fidelity.

Additionally, I developed frame stripping tools that automatically removed empty or duplicate animation frames, optimizing asset performance and reducing overhead. This innovation contributed to smoother gameplay, improved load times, and more efficient memory usage, particularly in environments with heavy animation demands.

Beyond these technical advancements, I leveraged my deep expertise in Unreal Engine—spanning rendering, physics, Blueprints, and network programming—to create immersive game worlds with realistic lighting, responsive interactions, and fluid gameplay. My efforts ensured the project maintained high performance across multiple platforms.

In a leadership capacity, I mentored junior programmers and collaborated closely with cross-disciplinary teams, including artists, designers, and producers, to address complex challenges and align technical solutions with creative visions. Utilizing Agile and Scrum methodologies, I facilitated efficient workflows, sprint planning, and iterative development, enabling the team to meet tight deadlines without sacrificing quality.

After leaving Crop Circle Games, I joined Playa3ull Games as a Senior Gameplay Programmer Under the Dazzle Software umbrella, where I played a pivotal role in developing core gameplay systems and advanced tools for an open-world survival game. My primary responsibility was to build and implement key gameplay mechanics, ensuring a seamless and immersive player experience.

I developed all major gameplay systems from the ground up, including dynamic environmental interactions such as choppable trees, minable rocks, interactable bushes, crafting mechanics, drivable vehicles, fishing, hunting, quests, and PVP combat. To support these mechanics, I designed and implemented a robust AI system that facilitated roaming, stationary, and path-based behaviors, dynamically adapting between friendly and enemy states based on player actions.

For world-building, I created the game’s original island using Gaea, crafting an immersive and dynamic environment. Utilizing Unreal Engine’s Landmass plugin, I developed custom tools for heightmap layering, enabling the seamless integration of mountains and caves. Additionally, I designed a specialized road-building tool powered by Runtime Virtual Texturing (RVT). I implemented a custom landscape auto-material system that integrated physical materials and RVT to enhance realism.

To ensure environmental diversity, I introduced a custom Procedural Content Generation (PCG) system, leveraging data asset tables to generate varied biomes and create a rich and natural game world.

On the technical side, I architected the game’s networking and server infrastructure, enabling seamless multiplayer interactions by developing a system to dynamically register additional servers to a master server. Additionally, I focused on performance optimization and stability across all game systems, ensuring smooth gameplay across multiple platforms.

This role highlighted my expertise in Unreal Engine, procedural content generation, AI systems, and server architecture, reinforcing my ability to develop and optimize cutting-edge gameplay experiences while empowering teams with advanced tools and workflows.

Where We Are Today

Drawing from decades of experience in game development, engine programming, and performance optimization across major studios and projects, we are now focused on building our own products and games. Leveraging our deep expertise in Unreal Engine, we aim to develop high-quality, immersive experiences while also contributing to the broader Unreal Engine community.

As part of this initiative, we plan to release a series of powerful plugins and tools designed to streamline development workflows, optimize performance, and provide innovative solutions for game developers. These contributions will not only enhance our own projects but also empower other developers to push the boundaries of what’s possible in Unreal Engine.

Our journey has been defined by technical innovation, problem-solving, and a passion for creating great games. Now, with our collective experience, we are committed to crafting original, engaging experiences while supporting the Unreal Engine community with cutting-edge tools and resources.

 

 

Contact Us

Address:

Po Box 99900 QZ 905 832, Stn Main,
Leduc,
AB, T9E 1A1,
Canada

Phone: + 1 (780) 830 8814

Email: support@dazzlesoftware.org