David Smith
Game Developer

I am a versatile and dedicated Game Developer with 3 years of professional experience, and two commercially successful shipped titles in different game engines.

Before I began making games commercially, I graduated from Staffordshire University with a First Class Honours in BSc Computer Gameplay Design and Production.

Working in small-team game development has made me develop a wide variety of skills across multiple disciplines.

When I'm not making games, I can be found playing Roller Derby for the Leeds-based team Aire Force One, where I am Vice-Chairman of the league and currently volunteer to teach people of all ages how to rollerskate.

I am currently teaching Game Design and Gameplay Programming at Wakefield College until June 2016.



Due to UDK and Unreal Engine 3's lack of support for the PlayStation 4, we had to rebuild the entire game in Unreal Engine 4.

My work on the project involved a complete rewrite of Ether One from the ground up using C++. Like with the UDK version, I built a library of gameplay functionality for the designer to implement with Blueprint.

At the time, Unreal Engine 4's console implementation was in its infancy, so I worked with the PS4 team at Epic Games to resolve issues with experimental PS4 platform code, and modified the Unreal Engine 4 codebase for console-specific purposes.

Unreal Engine 4 does not ship with a Scaleform license, so I rewrote our existing UI systems using a combination of Unreal Motion Graphics and C++.

I was also responsible for ensuring that Sony's Technical Requirements were met, and the creation of all development and shipping builds of the game.


My primary role on this project was to write Gameplay Systems for a UDK-based title using UnrealScript.

After constructing the necessary systems, I built a library of custom Kismet nodes allowing the designer to implement gameplay logic.

When necessary during prototyping, I would create placeholder art assets and then collaborate with the technical artist on interactive visual elements, including material instance changes caused by in-game actions, and lighting effects.

Further into the project I concentrated more on the features required for releasing a high quality PC game, including a Save System, Language Options, and Advanced Graphics Settings.

Ether One includes interactable 'Blackboard' elements that players can type puzzle solutions onto. I built these elements and our menus using a combination of Adobe Flash and Autodesk Scaleform.