Senior Software Engineer · Melbourne

Alex
Mollard

I build production tools, applications and cross-platform systems. My work spans commercial software delivery, mobile development and AI-assisted engineering with Oh my PI and Claude Code.

Shipped at Big Ant Studios

08

  • Cricket 26 screenshotCricket 262025
  • Rugby League 26 screenshotRugby League 262025
  • AFL 26 screenshotAFL 262025
  • Rugby 25 screenshotRugby 252025
  • TIEBREAK screenshotTIEBREAK2024
  • Cricket 24 screenshotCricket 242023
  • AFL 23 screenshotAFL 232023
  • Cricket 22 screenshotCricket 222022

Outside work / applications and agent tooling

Ironvellum - an offline-first Android application. AetherCore - an engine with MCP tools for live inspection and validation.

Read case study

Now

Senior Generalist Programmer, Big Ant Studios

Shipped

8 console and PC titles since 2022

Core

C++ · C# · networking · developer tools

Selected work / 4 case studies

Selected
projects.

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

Applications2026Agent-directed

/01

Ironvellum

An offline-first Android application for workout planning and logging, with local Room storage, CSV imports and optional Supabase backup. Built through agent-directed development with emulator-based validation.

  • Workout planning and logging run locally on Android, with optional cloud features.
EngineVulkan2026Agent-directed

/02

AetherCore

A C++/Vulkan engine with C# tooling and an MCP interface for agent-driven editor inspection, screenshots and structured validation. Developed with Oh my PI and Claude Code.

  • MCP tools inspect the live editor, capture screenshots and report structured pass/fail validation.
Gameplay2024

/03

TIEBREAK

UI delivery and client/server integration for a shipped tennis title, maintaining a legacy widget framework during a UI transition.

  • Delivered UI and complete game modes for release and later platform work.
Networking2025

/04

Cricket 26

A multi-platform cricket game where I implemented a client-side WebSocket stack and cross-platform TLS handshakes.

  • The WebSocket client and TLS handshake paths shipped on PC, PlayStation and Xbox.

Engineering workflow

How the
work happens.

I use Oh my PI extensively across multiple AI providers, alongside Claude Code. In my personal projects, I define requirements, divide implementation work, review changes and validate behaviour before integration.

Design

I decide the architecture.

I define requirements, acceptance criteria and subsystem boundaries. In AetherCore that includes GPU abstractions; in Ironvellum it includes offline storage and cloud backup.

Verification

Tests, checks and review before integration.

Automated tests exercise engine subsystems. Static architecture checks and a GPU abstraction guard check boundaries; local GPU smoke tests exercise the editor and runtime.

Implementation

Split implementation into bounded tasks.

I use Oh my PI (omp) with multiple AI providers and Claude Code to work on bounded implementation tasks, then review changes against the design and acceptance criteria.

MCP / Runtime inspection

Give agents access to running software.

AetherCore's MCP interface lets agents inspect and control the live editor, capture screenshots and run validation with structured results.

Big Ant / Tools for teammates

I build what they asked for.

I work with programmers and QA on new systems and improvements to established tools. Internal documentation is agent-assisted and peer-reviewed.

Big Ant / Release support

I help the team resolve release blockers.

Near submission I work with producers and other programmers to resolve certification issues, cover gaps and stabilise integrations for release.

Work archive / 32 entries

All
projects.

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

ToolsProfessional2026

/01

AntHill

My largest current project: a searchable studio asset catalogue with history and artist workflows, supporting an ongoing SVN-to-Lore migration.

ApplicationsHobby2026Agent-directed

/02

Ironvellum

An offline-first Android application for workout planning and logging, with local Room storage, CSV imports and optional Supabase backup. Built through agent-directed development with emulator-based validation.

ResearchHobby2026Agent-directed

/03

Crash Twinsanity Improved

A fix-and-polish mod for the PAL release of Crash Twinsanity on PS2 that patches the disc image directly to restore cut content and patch level loading and video output.

ToolsHobby2026Agent-directed

/04

This Portfolio

The site you are reading - a static Astro build with a filterable project archive, a concise project preview, and a downloadable CV maintained in an editable HTML source.

EngineVulkanBig Project2026Agent-directed

/05

AetherCore

A C++/Vulkan engine with C# tooling and an MCP interface for agent-driven editor inspection, screenshots and structured validation. Developed with Oh my PI and Claude Code.

ToolsHobby2026Agent-directed

/06

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.

NetworkingProfessional2025

/09

Cricket 26

A multi-platform cricket game where I implemented a client-side WebSocket stack and cross-platform TLS handshakes.

NetworkingProfessional2025

/10

Rugby League 26

A rugby league title where I contributed to cross-title integration, developer tooling, online features and platform certification.

ToolsHobby2025

/11

Fly

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

EngineOpenGLBig Project2025

/12

Odyssean-Engine

Modular 2D/3D framework with OpenGL/Vulkan and PBR; predecessor in my engine lineage that led to AetherCore and introduced cross-API renderer architecture and modular integration.

NetworkingProfessional2025

/13

AFL 26

A multi-platform AFL title where I merged newer gameplay systems, integrated PlayFab, and fixed server-side regressions.

NetworkingHobby2025

/14

EnetPlayGround

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

GraphicsOpenGLHobby2025

/15

RenderAlchemy

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

ToolsHobby2025

/16

CSX-Forms

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

NetworkingProfessional2025

/17

Rugby 25

A multi-platform rugby title where I integrated newer studio systems, handled client-server work, and supported platform certification.

ToolsHobby2025

/18

CppOdyssey

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

GameplayHobby2025

/19

Tycoon

Co-developed a Lua/LÖVE game: Declan led AI systems; I led gameplay, tools, integration and art.

GameplayProfessional2024

/20

TIEBREAK

UI delivery and client/server integration for a shipped tennis title, maintaining a legacy widget framework during a UI transition.

EngineVulkanBig Project2024

/21

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.

GameplayHobby2024

/22

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.

GameplayProfessional2023

/23

Cricket 24

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

GameplayProfessional2023

/24

AFL 23

AFL title where I owned the in-house UI backend, built frontend screens, and contributed to Academy player creation.

ToolsHobby2023

/25

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.

GameplayHobby2022

/26

Early Work (2019-2022)

Early learning projects in C++, Unity and OpenGL, built during an Advanced Diploma of Professional Game Development at AIE Melbourne and through self-directed work.

GameplayProfessional2022

/27

Cricket 22

My first shipped professional title, where I fixed bugs during production of a multi-platform cricket game.

ResearchHobby2021

/28

Frozen Depths

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

GameplayOpenGLHobby2021

/29

2D Unnamed Game

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

GraphicsOpenGLHobby2021

/30

PBR Renderer

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

ToolsHobby2019

/32

PixelEdit

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