Senior Generalist Programmer · Big Ant Studios · Melbourne

Alex
Mollard

I build the systems a game is made of - Vulkan rendering, engine architecture, netcode, and the tools the rest of the team works in.

Shipped at Big Ant Studios

08

  • Cricket 26 screenshot Cricket 26 2025
  • Rugby League 26 screenshot Rugby League 26 2025
  • AFL 26 screenshot AFL 26 2025
  • Rugby 25 screenshot Rugby 25 2025
  • TIEBREAK screenshot TIEBREAK 2024
  • Cricket 24 screenshot Cricket 24 2023
  • AFL 23 screenshot AFL 23 2023
  • Cricket 22 screenshot Cricket 22 2022

Outside work / personal engine

AetherCore - a Vulkan engine with an editor, hot-reloadable C# gameplay, and owner-authoritative netcode.

Read case study

Now

Senior Generalist Programmer, Big Ant Studios

Shipped

8 console and PC titles since 2022

Core

C++ · Vulkan · C# · engine tooling

How I work / 4 agent-directed projects

How the
work happens.

I architect, evaluate, and review. Agent harnesses do most of the typing, and projects built that way are labelled below.

Design

I decide the architecture.

GPU abstraction boundaries, immutable render packets, owner-authoritative netcode - design calls, not generated ones.

Verification

Nothing merges on vibes.

1,271 tests, a guard that fails the build on abstraction leaks, architecture checks every push.

Throughput

Weeks of work, done in days.

Several models running in parallel through omp and Claude Code, split so they do not collide.

Evaluation

I learn it before I add it.

New Vulkan extensions and NAT traversal - studied properly, then mostly left out. The connect ladder earned its place.

Tools for teammates

I build what they asked for.

Every in-house tool starts with the programmers and QA who will live in it. I write up what they need, then document the result so it is usable without me.

Release pressure

I take the tickets nobody else can finish.

Near submission I work directly with producers and clear the TRC tickets at risk of missing the date, including other seniors' queues when they are away. I was doing that before I had the title.

Selected work / 4 case studies

Selected
projects.

4 projects with more detail on my role, the technical problems, and the result.

AetherCore preview
Engine Vulkan 2026 Agent-directed

/01

AetherCore

An editor-first Vulkan game engine for 2D and 3D games, with a GPU-driven renderer, hot-reloadable C# gameplay, owner-authoritative multiplayer with full NAT traversal, and an end-to-end asset and publishing pipeline.

Role I own the architecture and direct the work. The engine started as hand-written C++ and Vulkan, and as it grew I moved to directing it through multi-agent harnesses - I set the design, the boundaries, and the acceptance criteria, then review, verify, and land the result.

  • Eight projects live in the repository - playable games, a physics sandbox, and a networked multiplayer test bed - so every subsystem is exercised by something being built with it.
  • Projects move from imported assets and authored scenes to hot-reloaded gameplay, networked sessions, and packaged standalone builds without leaving the engine workflow.
Internal tools / production systems
Tools 2026

/02

Big Ant In-House Tools Suite

Internal tooling and automation suite spanning memory diagnostics, crash reporting, CI/developer workflow scripts, and distributed QA orchestration for large-scale automated game validation.

Role Designed and implemented multiple production tools used by programmers and QA, including memory analysis workflows, crash triage pipelines, script ecosystem migration, and distributed automated crash testing. Each one started with the people who would use it - I sat down with them, wrote up what they actually needed, and documented the finished tool so it did not depend on me.

  • Reduced the time required to identify recurring crashes and high-impact memory waste.
  • Enabled unattended testing across multiple game instances with callstacks and logs delivered directly to the team.
Cricket 26 preview
Networking 2025

/03

Cricket 26

A multi-platform cricket game released on PC, PlayStation, and Xbox.

Role I fully implemented the title's client-side WebSocket stack, including cross-platform TLS handshake support, and took that networking work through TRC certification for release, alongside building in-house tooling.

  • The websocket client and its TLS handshake paths shipped in the released game on PC, PlayStation, and Xbox.
  • The title passed platform certification with the networking stack in place.
TIEBREAK preview
Gameplay 2024

/04

TIEBREAK

A multi-platform licensed tennis game with career modes, online play, and a large UI surface built across two interface systems.

Role Owned most of the UI implementation, built complete game modes, and helped bridge the in-house widget system and NoesisGUI.

  • Delivered the UI and complete game modes for the initial release and later platform work.
  • Kept the existing UI working while the project moved to NoesisGUI.

Work archive / 29 entries

All
projects.

Professional work, personal engines, experiments, and smaller tools.

Crash Twinsanity Improved preview
Research Hobby 2026 Agent-directed

/01

Crash Twinsanity Improved

A fix-and-polish mod for the PAL release of Crash Twinsanity on PS2 that patches the disc image directly, restoring cut content and improving load times and output.

Direct ISO patching that rebuilds a modded disc image without touching the original · Restored cutscene skipping with an on-screen prompt in five languages · 25-50% faster level loads depending on CDVD configuration

This Portfolio preview
Tools Hobby 2026 Agent-directed

/02

This Portfolio

The site you are reading - a static Astro build with a filterable project archive, a tabbed case-study overlay, and a CV generated from the same content collection.

Single static page built from a typed Astro content collection of every project · Filterable archive with search, domain and year facets, URL-synced state, and lazy paging · Tabbed case-study overlay with focus trapping, keyboard tab navigation, and image zoom

AetherCore preview
Engine Vulkan Big Project 2026 Agent-directed

/03

AetherCore

An editor-first Vulkan game engine for 2D and 3D games, with a GPU-driven renderer, hot-reloadable C# gameplay, owner-authoritative multiplayer with full NAT traversal, and an end-to-end asset and publishing pipeline.

Render graph with bindless descriptors, buffer device address, and GPU-driven draw culling · Tiled lighting with cascaded and local shadows, contact shadows, GTAO, and screen-space reflections · Post-processing stack covering volumetric fog, bloom, depth of field, histogram auto-exposure, and a tonemapper with eight selectable operators

Tools Hobby 2026 Agent-directed

/04

RS3 Grand Exchange Analyzer

A Rust desktop application that scores RuneScape 3 Grand Exchange market history to surface profitable item flips, backed by a Python data collection pipeline and SQLite.

Multi-factor flip scoring across ROI, volume, profit, volatility, and data reliability · Automatic filtering of unrealistic flips by volume, ROI, and price sanity bounds · Item tiering from Diamond to Crash based on profitability

Tools Professional 2026

/05

Big Ant In-House Tools Suite

Internal tooling and automation suite spanning memory diagnostics, crash reporting, CI/developer workflow scripts, and distributed QA orchestration for large-scale automated game validation.

Internal memory-analysis tool for CSV-driven leak and waste analysis · Internal crash-capture pipeline with WER-based dump/log capture and crash grouping · CSX migration of internal automation scripts from Python

Cricket 26 preview
Networking Professional 2025

/06

Cricket 26

A multi-platform cricket game released on PC, PlayStation, and Xbox.

Cricket franchise systems support · Multi-platform release workflow · Client-side WebSocket implementation

Rugby League 26 preview
Networking Professional 2025

/07

Rugby League 26

A rugby league title where I contributed cross-title code integration, in-house tooling support, client-server integration, and certification work across the project lifecycle.

Sports simulation systems · Cross-platform feature delivery · Production gameplay tuning

Fly preview
Tools Hobby 2025

/08

Fly

Modern audio player with real-time visualisation, spatial audio control, and advanced audio processing using OpenAL-Soft and ImGui.

Multi-format audio support (MP3, WAV, FLAC) · Real-time FFT-based visualisation · Spatial 3D audio positioning

Odyssean-Engine preview
Engine OpenGL Big Project 2025

/09

Odyssean-Engine

A modular 2D/3D game engine framework with OpenGL and Vulkan backends and physically based rendering - the predecessor step in my engine lineage that led to AetherCore, where I first learned cross-API renderer architecture and modular subsystem integration.

OpenGL and Vulkan backends · Physically Based Rendering (PBR) · Modular system integration

AFL 26 preview
Networking Professional 2025

/10

AFL 26

A multi-platform AFL title where I brought the game's gameplay systems up to date with newer studio titles, integrated PlayFab, and fixed server-side issues during production.

Ongoing sports franchise support · Multi-platform release delivery · Gameplay and systems iteration

EnetPlayGround preview
Networking Hobby 2025

/11

EnetPlayGround

Networking sandbox where I worked through ENet, reliable UDP communication, and client-server architecture patterns - the groundwork that later fed AetherCore's netcode.

Concurrent multi-client connection management on a threaded server · Reliable packet delivery implementation · Broadcast messaging infrastructure

RenderAlchemy preview
Graphics OpenGL Hobby 2025

/12

RenderAlchemy

OpenGL-powered colour grading laboratory experimenting with HDR rendering, CLUT workflows, and post-processing effects.

Real-time 3D rendering with customisable camera · Advanced colour grading using 1D and 3D CLUTs · HDR rendering with multiple tone mapping operators

Tools Hobby 2025

/13

CSX-Forms

A C# scripting library that turns plain CSX scripts into styled WinForms applications with DPI scaling, dark mode, and rounded corners.

WindowManager class for building forms from CSX scripts with a single · Automatic DPI scaling based on system settings · Dark mode detection and theming that follows the Windows theme

Rugby 25 preview
Networking Professional 2025

/14

Rugby 25

A multi-platform rugby title where I brought an ageing codebase up to date with newer studio systems, handled client-to-server integration, and cleared the title through platform certification.

Sports gameplay systems · Platform release support · Iterative production polish

CppOdyssey preview
Tools Hobby 2025

/15

CppOdyssey

A Jekyll-based documentation website covering C++ development - from project setup and fundamentals through to advanced topics like building Vulkan game engines.

C++ project setup guides · Step-by-step Vulkan tutorials · Code examples with commentary

Tycoon preview
Gameplay Hobby 2025

/16

Tycoon

Co-developed Lua/Love2D game project exploring what it is like to build a full game entirely in Lua, with Declan owning major AI agent systems while I handled gameplay systems, tools, integration, and art.

Full game loop and state machine built in Lua · Multi-region progression systems with upgrade and resource mechanics · Clicker/tycoon gameplay with active and passive income flow

TIEBREAK preview
Gameplay Professional 2024

/17

TIEBREAK

A multi-platform licensed tennis game with career modes, online play, and a large UI surface built across two interface systems.

Real-time gameplay systems · Input and responsiveness tuning · Performance optimisation

SlimeProject preview
Engine Vulkan Big Project 2024

/18

SlimeProject

A Vulkan-based game engine (SlimeOdyssey) paired with a 2D platformer game - built to explore modern Vulkan 1.3 features, ECS architecture, and PBR rendering across Windows, Linux, and macOS.

Vulkan 1.3 renderer with vk-bootstrap and VulkanMemoryAllocator · Entity Component System (ECS) architecture · Physically Based Rendering (PBR)

Gameplay Hobby 2024

/19

DreadedEscape

An unfinished weekend prototype where two friends and I got co-op multiplayer, Steamworks sessions, and a playable map running in Unreal Engine 5.

Co-op multiplayer sessions in Unreal Engine 5 · Steamworks session and menu flow · House map and terrain built for puzzle traversal

Cricket 24 preview
Gameplay Professional 2023

/20

Cricket 24

A multi-platform cricket title where I built UI screens, fixed state-flow issues, integrated PlayFab and PlayGo, and worked on TRC certification.

Gameplay systems · Content and rules integration · Performance-minded feature work

AFL 23 preview
Gameplay Professional 2023

/21

AFL 23

A licensed AFL game where I took ownership of the in-house UI backend, built frontend screens, and contributed to the Academy player creation system.

Game feature implementation · Bug fixing and polish · Cross-team integration

Cvar Testing preview
Tools Hobby 2023

/22

Cvar Testing

C++ sandbox project for prototyping a runtime command console that can execute custom commands in a live application without relying on a GUI.

Runtime command console integrated directly into the application loop · CVar-style command registration and parsing pipeline · Custom commands for driving behaviour and triggering code paths at runtime

Gameplay Hobby 2022

/23

Early Work (2019-2022)

The learning projects that preceded my engine and graphics work, built alongside an Advanced Diploma of Professional Game Development at AIE Melbourne, plus a lot of self-taught C++ and Unity work in my own time.

Shop Game (2019) - text-based console market simulator with dynamic item pricing, my first exercise in classes, structs, and reusable C++ · Simon (2019) - memory game built on an update/draw loop with class-driven state flow and a custom DynamicArray template · SlimeCube (2022) - OpenGL viewer that loaded complex meshes and simulated PBR materials, with ImGui controls and CMake cross-platform builds

Cricket 22 preview
Gameplay Professional 2022

/24

Cricket 22

My first shipped professional title, a AAA cricket game where I fixed bugs across the game during its production cycle.

Sports gameplay systems · Broad platform support · Production QA and optimisation

Frozen Depths preview
Research Hobby 2021

/25

Frozen Depths

Technical research project exploring procedural terrain and mesh generation with the Marching Cubes algorithm.

Marching Cubes mesh extraction · Procedural terrain generation · Real-time mesh updates

2D Unnamed Game preview
Gameplay OpenGL Hobby 2021

/26

2D Unnamed Game

Experimental OpenGL 2D game framework focused on physics, sprite rendering, text rendering, and texture atlasing.

2D physics and collision systems · Sprite and text rendering pipeline · Texture atlas workflow

PBR Renderer preview
Graphics OpenGL Hobby 2021

/27

PBR Renderer

OpenGL renderer implementing a physically based rendering pipeline with multi-texture material support.

Physically based rendering · Multi-texture material system · Real-time lighting

Fluid & Noise Simulations preview
Research OpenGL Hobby 2021

/28

Fluid & Noise Simulations

Two C++ cellular automata experiments - a 2D liquid physics simulator and a noise-driven procedural world generator.

2D liquid physics via cellular automata · Procedural world generation with noise · Real-time simulation stepping

PixelEdit preview
Tools Hobby 2019

/29

PixelEdit

WinForms image editor project built to learn how desktop applications are structured, while exploring core algorithms needed for practical editing tools.

Bresenham-style line rasterization for drawing tools · Queue-based flood fill implementation for bucket behaviour