Brad Ellis

Portfolio

Professional (Co-development, Nequinox Studios)

Or jump to academic or indie.

I worked at Nequinox Studios from 2021 to 2024, co-developing games with other studios.

Undisputed

Unity, Steel City Interactive

I worked on this from 2023 to 2024 on Steam feature integration and Xbox local multiplayer, as well as a whole load of bug fixes and some other unannounced/unreleased features.

undisputed screenshot

Screenshot from IGN website.

Vampire: The Masquerade - Bloodhunt

Unreal 4, Sharkmob

I worked on this from 2021 to 2022, mostly on optimisation (primarily on audio and animation), bug fixes (networking, gameplay, UI, and many other areas of the game), and quality-of-life improvements.

bloodhunt screenshot

Screenshot from IGN website.

Professional (Porting, Feral Interactive)

I worked for Feral Interactive from 2014 to 2020, porting games to a variety of platforms.

Tropico iOS port

I worked on this from 2017 to 2019 - primarily on new UI features and tools to facilitate their creation and modification, but also on new mechanics and bug fixing.

tropico screenshot
Intel screen - I added scrollbar functionality to the game as well as a "page flipping" effect seen when the player flips through notifications.

Source: Let's Play Tropico (iPad Gameplay) #1 from War Master.

tropico screenshot
Achievement screen.

Source: COma Plays: Tropico [iOS] | Part 1: Tutorial from COmaGaming.

tropico screenshot
I created the news ticker at top of screen which scrolled through any new notifications the player has. Clicking on a ticker message takes the player to the place on the island (or page on the Intel screen) to which the message refers.

Source: Let's Play Tropico (iPad Gameplay) #1 from War Master.

tropico screenshot
Architect mode - I worked on the algorithm that creates the "terrain difficulty" grid, as well as the code that labels each building.

Promotional image from Feral Interactive website.

XCOM 2 macOS and iOS ports

I worked on the macOS port from 2015-2016, and the iOS port from 2019-2020. My work on the macOS version was primarily bugfixing and ensuring our port worked identically to the Windows version.

My work on the iOS version was mostly concerned with the game's sound code and assets and its interactions with Wwise.

xcom 2 screenshot

Promotional image from Feral Interactive website.

Alien: Isolation Switch port

I worked almost entirely on the sound code, fixing issues and investigating various avenues for performance improvement and HDD space usage.

Alien: Isolation screenshot

Source: Alien: Isolation - The Best Switch Port? (Jimpressions) from Jim Sterling.

Deus Ex: Mankind Divided macOS port

I worked on this in 2017, mostly fixing a wide variety of bugs, from crashes to physics issues.

specular mapping screenshot

Promotional image from Feral Interactive website.

Indie

Or jump to academic or professional.

Fantastic Nephew

board game screenshot

"Board game" portion of game (the silly art is placeholder).

Indie game currently being developed by myself and a friend, started in 2024. RPG with a top-down overworld and a card/board game system. Inspired by Pokémon, Undertale and Inscryption. I am handling all of the programming and most of the game design, with my friend doing most of the art, and both of us working on the story and music.

The game is written in Lua using the LÖVE engine, with the board game part written as a separate C module for performance requirements, and GLSL for the shaders.

TombEngine

TombEngine level screenshot

The Tower Bridge Experience, a TombEngine level by user Geckokid. Source: Tomb Engine Custom Level - The Tower Bridge Experience Walkthrough from Steven3517

Open-source engine for custom-made classic (i.e. 90s-style) Tomb Raider levels.

An ongoing team project, written in C++, that I contributed to from 2021 to 2023. I primarily worked on integrating Lua scripting and writing the relevant user documentation.

Mongoose Model Viewer

mongoose screenshot teapot screenshot spaceship screenshot specular mapping screenshot

3D model viewer application for Android devices. Very old (2012-2013) and no longer available for download..

Academic

Or jump to professional or indie.

Granular Materials

(OpenGL) "Granular Materials" - Dissertation for MSc Computer Graphics Programming at the University of Hull.

The aim of this project was to investigate different types of impostors (low-poly representations of detailed objects) and adapting them for a GPU-simulated particle system, and then looking at the strengths and weaknesses of each technique. Coded in C++ and GLSL.

granular materials MSc dissertation screenshot

For a list of features, see the video's description.

PDF icon Dissertation report (pdf, 1.1mb)

Networked & Threaded Rigid Bodies

Coursework project for MSc module "Simulation and Concurrency" at the University of Hull.

This program uses three threads: Graphics, simulation (physics) and networking. Networking uses UDP and TCP to split the simulation between two computers, with each computer owning half ot the objects. Coded in C++ and GLSL, using Windows threads and WinSock.

simulation materials MSc dissertation screenshot

For a list of features, see the video's description.

OpenGL Seasonal Snowglobe

Coursework project for MSc modules "C++ Programming and Design" and "Real-time Graphics" at the University of Hull. Coded in C++ and GLSL.

snowglobe materials MSc dissertation screenshot

Watch on YouTube.

Copyright © 2013-2026 Brad Ellis