About Elliot

/* Hello world */

I'm Elliot - I’m a Senior Gameplay Engineer who loves, obviously, making video games. Lately I’ve been shipping Call of Duty with the amazing team at Sledgehammer Australia, following my time at Uppercut shipping Submerged HIdden Depths. My most recent personal releases include the UIWS (interactive water with caustics!) and UIPF (interactive foliage) plugins for Unreal Engine 4.

I Studied a Bachelor's Degree in Games and Interactive Entertainment and Graduated with Distinction in 2016.

Making games with C++ is my Jam. I'm driven to create experiences that delight through polish and exceedingly high production quality, and I’m passionate about programming in service of design. Whether I’m enabling fun for a player, or a great development workflow for a designer, I love crafting intuitive, efficient, and beautiful systems.  Some examples of my work can be explored in the Projects section.

/* What I’m playing*/

Lately I’m (still) playing Breath of The Wild; one of the best single player experiences I’ve ever had. World navigation is a puzzle to be solved in and of itself which is why BoTW, in my opinion, is the benchmark for open world game design. It’s also just a joy to exist in this beautiful, wondrous world, and even after all this time I can still play for 15 minutes and discover something new; learn something surprising.

I’m also a huge fan of multiplayer games. Gears has some of the tightest skill based competitive gameplay available in my opinion and I’ll probably be wall bouncing into, and gnashering kids on xbox live for the rest of my life. Gears 6 when MSFT pls.

I’ve also play a lot of Call of Duty: Warzone. Plunder is the New Battlefield. It's so damn fun just hunting down anyone you can find to get cash - so intense when chasing or holding first position when there's no time to waste. It does for the game what rush did for bf, but on another level - The mode creates an evolving experience that changes drastically over the course of a matchowing to the ever changing focus created by revealing the highest earners on the map. Armour works beautifully at creating good pacing too - instead of just fighting and one person dying you can end up with more of a dance (engage, back off, push another angle) like you get in more competetive shooters which is great. It’s truly some great game development.

Learning is the drug, gameplay is king.

email:  elliot@egray.io

Whatever it is, the way you tell your story online can make all the difference.
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