Moments of Inertia by Rachel Crawford

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Projects

Here is a list of basically every project I’ve taken the time to document somewhat on this site. Includes personal projects, collaborative efforts and uni work.

Professional Credits

Rockstar Games 2016-2025

At Rockstar North in Edinburgh I was part of the Network Code team as a Network Programmer, contributing to updates for Grand Theft Auto V and its online mode…

Red Dead Redemption II and its multiplayer…

And, of course, the upcoming Grand Theft Auto VI.

I helped develop many aspects of networking across these projects, including but not limited to:

  • gameplay synchronization
  • sessioning
  • server architecture
  • communication with backend services
  • platform integration

As I did so, I got to work closely with developers from other teams and departments, learning how the triple-A sausage is made in visceral, up-close detail.

It was a pretty good time 😊

Ongoing Projects

Things I just can’t quit.

Magewinds

A tabletop miniature skirmish wargame in which everyone is a mage. You can check it out and get all the rules on the game’s website.

Old Projects

Things I’m no longer touching.

Game Development

Quiver (2016-2019ish)

Quiver is a cross-platform pseudo-3d game engine I was writing in my spare time in C++. It grew out of the Box2D raycasting experiment I wrote about here and here and became quite a fruitful learning project. I even gave a presentation at the local C++ meetup about it.

You can check out the source code at the GitHub repository.

I was making a game using Quiver, called Quarrel, which has its own repository.

Interstellar Soirée (Global Game Jam 2016)

Space diplomacy. Jam theme: ‘Ritual’. Made with Dziek Dyes-Bolt (programmer), Tone Persson, Callum Fowler (artists), Chris D’Arcy (audio).

Nomad (unfinished prototype) (2015)

Space exploration with an unconventional movement system.


Flappy Word (October - December 2015)

Typing-based Flappy Bird clone


AMPS (January - August 2015)

Neon musical platformer in which objects in the world move to the beat of the music.

  • 3rd year group project gone big. The full story is too long to recite here.
  • 8 months of development
  • 7 team members: 3 programmers, 2 sound designers, 1 level designer, 1 artist
  • Contributed to engine, gameplay and audio-handling code; implemented synchronisation of game objects with the music, which can be sped up and slowed down; managed the audio asset pipeline.
  • Demoed to the public for 4 days at our own booth at the Dare Indie Showcase.
  • C++, Sony’s PhyreEngine
  • Platforms: Windows (requires DirectX 11), PS4
  • Visit the itch.io page for more information and to download.

Spirit Shift (August 2014)

Endless runner with world-shifting mechanic.

Other Games

  • Applied Games Technology coursework (2016)
    • Augmented reality PlayStation Vita game in which you must surveil a crowd of pedestrians to find and eliminate a target.
    • Blog post.

Graphics Programming

Water (2014)

  • DirectX 11, C++
  • Part 1 of my Graphics Programming with Shaders coursework (Download)
  • Water plane is tessellated. Waves formed by manipulating vertices in the domain shader. Normal map used to add some noisiness to the surface.
  • Water reflects the skybox cubemap
  • Bonus: full-screen pixelation effect (the easiest full-screen effect to write!)

Compute Shader Voxel Space (2014)

More deets in the video description. Also this.

  • DirectX 11, C++
  • Part 2 of my Graphics Programming with Shaders coursework (Download)
  • Compute shader port of the ‘voxel space’ rendering algorithm implementation on display at Simulation Corner

This went on to form the basis of my fourth-year Honours project, of which, unfortunately, I seem to have lost all records. (It was a stressful time.)

Other Programming

Warcry Card Creator (2019)

A little web tool for making custom fighter cards for Warcry, a skirmish game from Games Workshop. You can try it out and view the source, but know that it has since been forked and vastly improved upon by the Warcry community, and you can find the most up-to-date version of it here.

Procedural Walker (2015)

More notes in the video description.

  • Autodesk Maya. Plugin written using the C++ API, which I learned by myself because it wasn’t covered in the module. A sprinkling of Python and MEL.
  • Made for the Scripting and Dynamics coursework

Leg Auto-Rigger (2014)

  • Autodesk Maya. Python script.
  • Chose to build this for my Tech Art coursework
  • Demo video