My Role

April 2013 - April 2014
As a generalist programmer I worked primarily to optimize 3D aspects of the UI for performance and memory, I also worked to create some new menus and hud elements. One of the larger areas I worked on was the Indicators. In Watch Dogs, indicators are 3D hud elements that can show what you can hack and the progress of your hack, GPS waypoints, mission objectives, item pickups and areas of interest. There were in total over 30 unique indicator types that all behaved slightly differently and often had unique needs for memory pooling and audio-visual feedback.

I worked on Watch Dogs from pre-alpha to launch (April 2013 - April 2014).


On Watch Dogs my development experience was entirely in C++ using in house tools. The UI is authored in Adobe Flash and exported for an in house system not dissimilar to scaleform in purpose.

About Watch Dogs

Launch Date: May 27, 2014
Platform(s): PS4, PS3, Xbox One, Xbox 360, PC, WiiU*

* I shipped on all target platforms except the later released WiiU version of Watch Dogs.