Ricky James
About me
I currently work at Unity Technologies in Brighton as a Developer Support Engineer. My role involves supporting high-profile customers with digital twin products and license server network configuration.
With every project I take on, I always strive to challenge myself and learn something new. I find myself motivated by difficult tasks and always push myself to develop my skills.
I recently graduated with a 1st Class BSc, and here you'll be able to find some of the projects I've worked on as part of my studies.
I will also discuss some personal projects here, although most of these will be on my GitHub.
GitHub: Ricky-James
LinkedIn: Ricky-James
E-mail: RickyJamesIRL@gmail.com
Please contact me for my CV!
PERSONAL Projects
Final Fantasy X Cutscene Remover
Tool developed for speedrunning to skip cutscenes in Final Fantasy X (PC).
Utilised CheatEngine to find memory addresses and pointers.
Reads memory addresses and assigns new values under certain conditions.
Find on GitHub (original contributions here)
Final Fantasy Relay Preshow Tool
Uses ShaderGraph and VFX graph to highlight mascots.
Uses Scriptable Objects for data preparation.
Parses text file data to reduce data entry.
Utilises multiple displays for a control panel to operate the tool.
student Projects
VR Training Simulator
Group of 4.
Uses XR packages and Netcode for GameObjects.
Worked as project manager/team lead, organising sprints through Azure DevOps.
Received an "S-Rank" score from the client.
Orrery Solar System Designer
Student project with a focus on mathematical elements.
Add/Remove planets of different sizes with custom names and text.
Planet rotations and orbits (and moon orbits) are done without Unity functions.
Art assets from the Unity asset store.
Sumoball
Multiplayer project using Photon Unity Network.
Physics-based brawler.
Art assets by Guy Buresh.
Under Purr-essure
Third group project (Team of 6).
19-day development time.
Ranked 1st overall against other students.
Ranked 1st in every sub-category.
1st 3D Project, created in Unity, I provided all of the code for this project.
Cafe Quest
Team of 6.
5-month development time.
3 different genres and play systems.
Created in Unity, I provided code for the cafe and dialogue sections.
Rabid Air Sprinters
Second group project (Team of 5).
12-day development time.
Ranked 2nd place overall against other students.
Ranked 1st for best implementation.
Created in Unity, I provided most of the code for this project.
Bitter Sweet
First group project (Team of 3).
5-day development time.
Ranked 2nd place overall against other students.
Ranked 1st for best implementation, visuals and audio.
Created in Unity, I provided all of the code for this project.