Projects

Loose JuiceLoose JuiceLoose JuiceLoose Juice

Loose Juice (2026)

an online physics-based platformer

Unity Unity
C#
Networking Networking
Tools Tools
Audio/DSP Audio/DSP
UI/UX UI/UX

Developed in Unity 6 with team Finch Outside the Box at Abertay University.
Programmer in a team of 7 from concept to release.

Native voice chat pipeline

Designed and implemented our custom voice chat solution

  • Heavily optimized and profiled hot path with zero allocations & minimal GC pressure
  • Built managed interop around SpeexDSP and RNNoise for resampling and noise suppression
  • Integrated Opus codec for efficient network transfer
  • Custom thread-safe ring buffer implementation for sample/frame processing
  • Adaptive jitter buffer and packet loss concealment to reduce audio artifacts

Networked gameplay systems

Owned a number of core features and systems

  • Synchronized co-op vehicle physics, obstacle interactions, system states
  • Seamless join-in-progress support with state machines
  • Server-authoritative logic checks & events to prevent cheating

Third-party vendor SDK integrations

Epic Online Services SDK

  • Seamless peer-to-peer networking over NAT relay via EOS P2P Interface
  • Lobby browsing, joining, and creation flow via EOS Sessions Interface

Discord Game SDK

  • Branded rich presence tracking player progress, game state, and player count

Audiokinetic Wwise

  • Integrated Wwise audio middleware with game systems for dynamic effects, music

Internal asset pipeline & workflow tooling

Built Unity editor tools to streamline content creation and iteration

  • Automated integration of new character skins; generating Unity assets, UI icons, and texture metadata
  • Developed local network testing mode to reduce friction of developing multiplayer content

UI/UX, user flows, and design language

Designed and implemented our UI/UX, design language, and user flows, working closely with artists

  • Designed UI flows, including main menu, lobby browser, pause menu, settings menu, and in-game HUD
  • Implemented UI motion design in C# with modifiable Unity components
  • Spearheaded our visual design language and brand alongside art team

Beyond my core responsibilities, I also led our brand voice, messaging, and release management, designing release graphics, and writing release notes.

BLUESHIFT: CommandBLUESHIFT: CommandBLUESHIFT: Command

BLUESHIFT: Command (2025)

a space combat game with a custom engine for PlayStation 5

PS5 PS5
C++
Networking Networking
Tools Tools
UI/UX UI/UX
AI AI

Developed in an in-house engine with team Overscope Inc. at Abertay University.
Programmer in a team of 4 from concept to completion.

This project's codebase is heavily integrated with the PlayStation 5 SDK, and cannot be shared.

Project features

Worked in a performance-focused C++ codebase encompassing:

  • Data-oriented ECS architecture
  • Online multiplayer with rollback netcode
  • Multi-threaded physics integration with Jolt
  • Custom render pipeline with post-processing and lighting
  • Cross-platform OS abstraction layer for Windows and PS5

Performance and optimization

Continued effort to ensure stable frame times on PS5 architecture

  • Resolved performance bottlenecks using PS5 profiling tools to maintain stable 60fps
  • Empirically tweaked PS5 threading and memory configuration
  • Cut ~100ms of overhead from repeated asset loads by caching filesystem methods
  • Increased max stable entity count from ~150 to thousands by refactoring our broadphase layers and integrating multi-threading into the engine loop

Gameplay, AI, and physics

Implemented core gameplay features and systems

  • Procedural map generation and game initialization
  • Core player movement and interaction systems
  • AI state machine with pathfinding, collision avoidance, and task queue
  • Virtual camera system for seamless view mode transitions
  • Extended physics system with transform interpolation

UI/UX

  • Built custom node graph and branded design system on top of ImGui
  • Built callback-based PS5 IME wrapper for text input

Build system

  • Simplified our build processes to resolve flaky cross-platform builds
  • Cut PS5 iteration times from several minutes to seconds by refactoring asset conversion to avoid unnecessary work
Overwatch 2 Data TrackerOverwatch 2 Data Tracker

Overwatch 2 Data Tracker (2025)

a web app for tracking historical Overwatch 2 game data

Tools Tools
Web Web
PostgreSQL PostgreSQL
TypeScript TypeScript
Node.js Node.js
Svelte Svelte
UI/UX UI/UX

A data visualization app providing players with the tools to analyze and compare data direct from Blizzard. Maintained throughout Overwatch 2 Season 18, building a searchable historical dataset of millions of rows.

Backend data collection

  • Bun (like Node.js) service running a cron job to periodically process snapshots of Blizzard's realtime API
  • Runs as a systemd service on a Linux machine to minimize downtime
  • Saves to a PostgreSQL database running locally via Docker
  • Both app and backend interface with database using Drizzle ORM

Frontend web-app

  • Responsive full-stack SvelteKit app
  • Custom filterable charts using Chart.js
  • REST API with filters for data exploration
  • Reactive filtering and search, no page reloads
College ProjectsCollege ProjectsCollege ProjectsCollege Projects

College Projects (2021–2023)

a collection of solo game projects built in Unity

Unity Unity
C#
Networking Networking
UI/UX UI/UX
AI AI

From 2021 to 2023, I built several solo game projects in Unity at Wakefield College.

freeroam.

an online multiplayer sandbox game

  • Peer-to-peer networking, lobby browser system
  • Networked gameplay systems including PvP combat, vehicle physics, and customizable characters, weapons, and vehicles
  • Automated tools for adding new vehicles, weapons, attachments, and skins

Revolt

an apocalyptic mage combat game

  • Reduced spawning/destruction overhead with object pooling system for projectiles and entities
  • First-class cross-platform gamepad support
  • Data-driven spell and ability system

Endovelicus

a 2D strategy roguelike game

  • Hybrid procedural noise & algorithmic map generation
  • Extensible ability system built on C# reflection
  • Async tasks for unit behaviour handling

that's all for now!

🐈

Thomas Jowsey 2026 - CC0