Hi there, my name is Dale Findlay. I’ve been working as a software engineer professionally for over 6 years and a game developer for 3 of those, I'm always looking to learn new things and apply my skills in new and interesting ways. I pride myself on my ability to take on any challange and i'm passionate about solving complex problems with new and innovative solutions.
I'm currently working with an amazing team at Blowfish Studios as Software Engineer on awesome projects. I've got experience shipping games on consoles from start to shipped.
I love rendering, networking and i'm very passionate about mentorship and sharing some of my experience as a game developer with the world to hopefully build a better industry. I'm working on a youtube series called Unity vs. Unreal, compairing the engines and showing that they at the end of the day, anyone can learn either one!
If you care to learn more about me and what drew me into the world of games, feel free to click below!
These are the games/experiences that i've worked on profesionally.
PHANTOM GALAXIES is an epic third-person sci-fi adventure mech shooter built in Unreal Engine 5 with thrilling combat where players can choose between four distinct Starfighter classes and diverse weapons and gear.
Published by Blowfish Studios. The game is slated for Early Access launch later this year and is being developed and published by Blowfish Studios.
SHADOWMAN® Darque Legacy is a third-person action-horror adventure that allows players to take up the scythe of Shadowman, following a dark path from the land of the living to the hellish realm of the Deadside.
This game is not yet released and is being developed and published by Blowfish Studios.
SHADOWMAN® and their associated logos are trademarks of Valiant Entertainment LLC. All rights reserved. Valiant and all its associated characters and logos are registered trademarks of Valiant Entertainment LLC.
Hex Gambit: Respawned is a quirky and competitive digital turn-based board game for 1-4 players. Published by Blowfish Studios an built in Unreal Engine 4, I was lead developer on the porting project for Blowfish, porting to all the current consoles (PS5, PS4, Switch, Xbox One, Xbox Series X/S, Steam (Mac/Windows). I also worked closly with the network and platform teams at Blowfish to ship a cross-play multiplayer version of the game - leading the development of the gameplay-implentnation of the network stack and porting the whole game to be multiplayer-compatible.
TitanLake VR is a high-fidelity VR astronaut simulation experience. The project was developed in Unreal Engine 4 and was awarded an Epic MegaGrant.
The experience was written in C++ targeting a high-performance PC-VR system.
Mission: Risk is a point and click learning game centered around non-financial risk developed for Westpac Group. The game was developed in Unreal Engine 4 targeting HTML5 with extremely tight resource and bandwidth limitations.
The game’s core systems were written in C++ with much of the game’s scripting being developed in blueprint alongside the UI.
Shipped in July 2021, with a record number of plays for a piece of non-mandatory learning at Westpac. This project went on to win several awards including the AITD excellence award for Best Use of Gamification/Simulation for Learning.
These are the projects professionally that don't fall into the games/experiences category, but are still extremely relevent experience.
TitanLake is an underwater VR training and simulation platform developed by Raytracer and funded by the Australian Space Agency.
I lead the development of the HMD driver (written in C++ w/ OpenVR) working to integrate the tracking and odometry produced by the proprietary underwater tracking system.
CARBON is a command and control protocol for robots designed for multi-agent and various landscapes. The main tech stack built using ROS, comprises a wide array of shared and abstract autonomous robot functionality written in C++.
I'm leading the development of the dev environment systems and CARBON View, an application built in Unreal Engine 4 to interface with the system.
Dopple is a 3D scanning and CAD app that instantly captures your space and produces realistic renderings with accurate measurements with a multitude of other features.
I worked on the team that originally brought the app to life as an R&D project and went on to lead the development of a revamped version of the app, written in Unity C#.
These are some personal projects i've completed or that i'm currently working on, please note that some of these are quite old, so please bear with past-me. Also it's super hard to balance a social life with personal projects so please also bear in mind that some of these are not yet complete 😅.
rocket Engine is a game engine written in C++ which im using as an opporunity to get stuck into Direct X 12 and possibly Vulkan. I'd like to also use it as an opportunity to implement some of the cool features from other engines like Unreal and Unity.
I'm planning on doing at least the following when i have the time:
Horizon Game Engine is a game engine written in C++ with using OpenGL for rendering and implementing a Mono C# runtime for gameplay scripting. It's featured in the DustBot demo below.
Please be mindful that i write this a while ago, i've since learned alot of new and more optimal ways of handling things. I'm exploring these as part of the Rocket Engine project listed above.
These are some of the game jams/school projects i did that i still really love.
Relativity is a first-person shooter action puzzle game, where you must race against the clock to collect the cubes and climb the tower as fast as possible, beat your personal best and you’ll earn your spot on the leaderboard.
The game was made as part of a game jam, written in C#.
Frantic Food Frenzy is a 3D third-person chaotic cooking and driving game where the player collects, cooks and combines ingredients all while driving. The player is in control of a food delivery van and must collect ingredients from around town, cook a recipe while behind the wheel and finally deliver it to the hungry customer before time runs out.
The game was developed in two major stages, a prototype stage done over ~2 weeks and a longer production timeline over 8 weeks.