Tim Leader

Crafting robust and performant systems for gaming, servers, tools, and more, with a wealth of knowledge and experience across multiple domains.

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Featured Projects

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Avakin Life

AFAR - Rush

Casual mobile racing game, built with fast iteration and live operations in mind.

C# C++ Golang SQL LUA Unity3D Nakama Postgres
App Store
Avakin Life

Avakin Life

Online social world with over 250+ million downloads with 7+ million monthly active users.

C# C++ Java Golang Unity3D
App Store
Avakin Life

BigFest

Construction and management simulation game about music festivals, similar to theme park, etc...

C# Unity3D
Avakin Life

Avoid

Stylized arcade game, with competitive local / same screen multiplayer, built for Xbox Live.

C# HLSL DirectX
Avakin Life

Bounce

2D side scrolling Physics platformer, frustratingly fun, built for Xbox Live.

C# HLSL DirectX
Avakin Life

Cave Mapping

Taking laser scans of the Caves under Nottingham and converting them into a format appropriate for realtime rendering, for virtual tours and such like.

C# XNA MeshLabs Unreal Engine 3
Avakin Life

Unity Automation Playground

An easy to use, end to end solution for automated testing on Unity3D mobile games, will build, test and run on a device.

Jenkins Docker Unity3D Appium NUnit Golang
Source Available
Avakin Life

GameBoy Advance - Tech Demo

This demo is vertical slice built from the ground up, point and click adventure style demo with 3d entities over pre-rendered 2d backgrounds.

C ARM Assembly C# SDL2 Unity3D
Source Available
Avakin Life

Nintendo 64 - Tech Demo

Tech Demo + Game Engine for the Nintendo 64, with a focus on developing my skills in writing simple yet performance and memory aware code.

C C# Docker Unity3D
Avakin Life

Soundbox - Raspberry Pi Pico

Embedded device to animate LED light strips alongside audio playback, matching the LED light strips to the various frequencies / ampitude of the audio wave.

C JTag CMake
Avakin Life

Outrun - Android Port

Ported an existing C++ project to Android, using the NDK, SDL2 and OpenGL ES 2.0.

C++ Android NDK SDL2
Source Available
Avakin Life

Frequency Texture Mapping - Research

Research into an alternative approach to texture mapping, to reduce aliasing introduced from texture sampling.

C++ C# GLSL OpenGL

Professional Journey

Lead Core Tech Developer

Lava Labs
April 2022 - Present

As this was a relatively new company, I had a very dervsified role, from building core infrastructure to analysing data collected by our game and almost anything inbetween.

Lava Labs

Technical Director (Client)

Lockwood Publishing
Mar 2020 - April 2022

In this role I worked closely with the Head of Development to plan out future team structure, refine various processes, build tech roadmaps, spearheaded investigations into obscure crashes, and provided technical assistance / direction where appropriate. I also kept hands on where appropriate through applying optimizations, crash fixes or putting together prototypes.



Lead Client Developer

Lockwood Publishing
Jan 2018 - Mar 2020

My time in this role was split between client-side network programming and leading the client side product / feature and tech engineers.



Lead Core Tech Developer

Lockwood Publishing
Feb 2016 - Jan 2018

My time in this role was split between leading a small team of engineers to advance the client side core tech throughout the Avakin product, while also continuing development on the realtime servers for Avakin, adding features working through scalability issues.

Lava Labs

Programmer

Lockwood Studios
Aug 2013 - Feb 2016

This role involved mentoring of new members to the team and communicating with the art and management team to develop content pipelines and tuition around the game capabilities and game engine. I was also responsible for the realtime server development for Avakin, adding features and working through scalability issues.



Junior Programmer

Lockwood Studios
May 2012 - Aug 2013

This role involved quickly adapting myself to the team's standards and gaining a good understanding of the codebase. My focus here was on the BigFest project I was responsible for developing new features, fixing bugs and maintaining the codebase.

Lava Labs

Technical Director

Nerfgames
April 2010 - May 2012

As co-founder of this small Independent game studio, I mainly focused around core development, including core graphics programming. Though the role also extended to develop the company website, professional networking at attended events, team management, research and project management.

Lava Labs

Undergraduate Researcher

Nottingham Trent University
June 2011 - August 2011

This role involved working with the university to research and develop a pipeline for taking 3D laser scans and converting them into a format which could be used for realtime rendering. This involved a lot of work with the Point Cloud Library and OpenGL.

Lava Labs

Bachelor's in Computer Science

Nottingham Trent University
Sept 2008 - May 2012
Computer Science degree, where I was awarded a 1st class degree with vice chancellors award. My specialization was in Game Technology, though there was still comprehensive modules on databases, networking, mathematics and more.

Lava Labs

About Me

Tim Leader

I always strive to advance my own knowledge, so that I can work at the very forefront of technological innovation and development. I'm keen and interested in learning new technologies or techniques, in particular lower level systems and optimizations, and have become a very quick learner and therefore an not phased when faced with a unknown technology. I work calmly in a high pace / high stress working situations.

I have a vast amount of experience of working with live, heavily networked and content heavy products. I enjoy throwing myself into any area of development and help those around me so that we may reach the best possible solution, not just the best technically but the best when balanced against business value, maintenance cost and flexibility. I have recruited and built various tech teams, onboarded them and provided them with technical direction.

Technical Skills
Programming Languages

C, C++, C#, Golang, Java, Zig, Assembly (ARM), Javascript, Python, SQL, GLSL, LUA

Game Engines

Unity3D (3.4 -> 2022.3), Godot, (worked with a number of other engines in non-commerical capacity)

Tools

Git, SVN, P4, Visual Studio, Rider, Intellij, VS Code, PyCharm, XCode, Android Studio


I'm currently open to new opportunities, and would very much enjoy a new challenge.

Get In Touch

Interested in collaboration? Let's create something amazing together.