Game programmer · Melbourne

Alex
Mollard

I work on rendering, engine systems, networking, and tools for games.

Current personal work / AetherCore

01

AetherCore's Vulkan editor showing a lit 3D scene and debugging panels

AetherCore editor

Personal C++ and Vulkan engine with 2D and 3D editing, C# scripting, asset tools, profiling, and automation.

Read case study

Work

Big Ant Studios

Main tools

C++ · Vulkan · C#

Current project

AetherCore

Selected work / 4 case studies

Selected
projects.

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

AetherCore preview
Graphics Vulkan 2026

/01

AetherCore

An editor-first Vulkan game engine for 2D and 3D games, with hot-reloadable C# gameplay, reflection-driven tooling, and an end-to-end asset and publishing pipeline.

Role Designed and built the engine architecture, Vulkan renderer, editor workflows, managed scripting bridge, asset pipeline, diagnostics, and project tooling.

  • A working 2D and 3D editor with project templates, sprite authoring and animation, scene tools, C# gameplay, physics, and Vulkan rendering.
  • Projects can move from imported assets and authored scenes to hot-reloaded gameplay and packaged standalone builds without leaving the engine workflow.
Internal tools / production systems
Networking Other 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.

  • 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
Gameplay Other 2025

/03

Cricket 26

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

Role Built in-house tooling, drove TRC certification work, and fully implemented the client-side websocket stack including cross-platform TLS handshake support.

  • The websocket client shipped on PC, PlayStation, and Xbox.
  • Supported TRC certification and release work.
TIEBREAK preview
Gameplay Other 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 with the move to 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 / 26 entries

All
projects.

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

AetherCore preview
Graphics Vulkan Big Project 2026

/01

AetherCore

An editor-first Vulkan game engine for 2D and 3D games, with hot-reloadable C# gameplay, reflection-driven tooling, and an end-to-end asset and publishing pipeline.

Editor-first 2D and 3D workflow with a standalone project Launcher, dockable viewport, hierarchy, inspectors, and authoring tools · Render graph with bindless descriptors, buffer device address, GPU-driven culling, tiled lighting, shadows, GTAO, FXAA, and post-processing · Hot-reloadable .NET 10 C# gameplay SDK with collectible load contexts and inspector-exposed script fields

Networking Other Professional 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.

Memory Mapper for CSV-driven leak and waste analysis · Big Ant Crash Handler with WER-based dump/log capture and crash grouping · CSX migration of internal automation scripts from Python

Cricket 26 preview
Gameplay Other Professional 2025

/03

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
Gameplay Other Professional 2025

/04

Rugby League 26

A rugby league title where I worked on cross-title integration, internal tools, client-server integration, and TRC certification.

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

Fly preview
Tools Other Hobby 2025

/05

Fly

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

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

Odyssean-Engine preview
Graphics Other Big Project 2025

/06

Odyssean-Engine

Modular 2D/3D game engine framework supporting OpenGL and Vulkan APIs with physically based rendering support.

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

AFL 26 preview
Gameplay Other Professional 2025

/07

AFL 26

A multi-platform AFL title where I ported gameplay systems, integrated PlayFab, and fixed server-side issues during production.

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

EnetPlayGround preview
Networking Other Hobby 2025

/08

EnetPlayGround

Networking sandbox for experimenting with ENet protocol, reliable UDP communication, and scalable client-server architecture patterns.

Multi-client connection management · Reliable packet delivery implementation · Broadcast messaging infrastructure

RenderAlchemy preview
Graphics OpenGL Hobby 2025

/09

RenderAlchemy

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

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

Rugby 25 preview
Gameplay Other Professional 2025

/10

Rugby 25

A multi-platform rugby title where I ported systems into an older codebase, handled client-server integration, and worked on TRC certification.

Sports gameplay systems · Platform release support · Iterative production polish

CppOdyssey preview
Graphics Other Hobby 2025

/11

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 Other Hobby 2025

/12

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 Other Professional 2024

/13

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 optimization

SlimeProject preview
Graphics Vulkan Big Project 2024

/14

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)

CRICKET 24 preview
Gameplay Other Professional 2023

/15

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 Other Professional 2023

/16

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
Gameplay Other Hobby 2023

/17

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 behavior and triggering code paths at runtime

SlimeCube preview
Graphics OpenGL Hobby 2022

/18

SlimeCube

User-friendly OpenGL graphics engine for loading complex meshes and simulating Physically Based Rendering material lighting.

Complex mesh loading · Physically Based Rendering (PBR) · ImGui integration

Cricket 22 preview
Gameplay Other Professional 2022

/19

Cricket 22

My first shipped professional title, where I contributed bug fixes before moving onto AFL 23.

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

Frozen Depths preview
Research OpenGL Hobby 2021

/20

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
Graphics OpenGL Hobby 2021

/21

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

/22

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

/23

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
Gameplay Other Hobby 2019

/24

PixelEdit

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

Pencil, brush, line, square, circle, and bucket tools · Image open, save, save as, and drag and drop import workflow · Grid overlay and color management for editing precision

Simon preview
Gameplay OpenGL Hobby 2019

/25

Simon

One of my early C++ game projects, built to learn class-based design, game state flow, and per-frame update/draw architecture through a Simon memory game.

Simon memory game loop with timed color-sequence playback · Mouse-driven input validation against generated sequences · Round progression and high-score tracking

Shop Game preview
Gameplay Other Hobby 2019

/26

Shop Game

My first proper C++ project, built as a text-based shop simulator to learn how classes, structs, and functions work in practice.

Turn-based buy and sell gameplay loop with dynamic item pricing · Gold and inventory management with menu-driven command flow · Randomized market updates each round for replay variation