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Arran Smedley

Technical Designer / Software Developer

Resume

About Me

Technical Designer with experience in mission scripting, game systems, and automation testing. A self-motivated and detail-oriented designer with a strong foundation in programming and technical implementation. I've worked across multiple AAA titles in the games industry, bringing missions and systems to life using Unreal Engine and Lua.

Latest Projects


Fantasy & Ash

EVERYWHERE

At Build A Rocket Boy, I worked on the AAA open-world title Everywhere, which has reached its Alpha stage but has not yet been fully released. My primary role was designing and scripting the game’s introductory missions, which teach new players the core mechanics and systems. This involved crafting a smooth and engaging onboarding experience that introduces controls, objectives, and sandbox elements in a clear and intuitive way. These early missions were key to setting the tone for player engagement and ensuring a strong first impression of the game world.

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Fantasy & Ash

User Interface Project (Advanced Games Engineering)

The purpose of this project was to create and produce a game artefact in which uses advanced games engineering techniques. This artefact can be anything related to games engineering so long as it met a certain criteria of requirements. By the knowledge I have gained throughout my time at university I created an efficient game User Interface in which uses the 3 different aspects within the game User Interface sector, these consist of Meta, Spatial and Diegetic. With also the addition of an A* pathfinder to represnt parts of the spatial UI. The documentation to this project can also be found in the project downloads folder.

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Fantasy & Ash

Fantasy & Ash (Games Engineering Project)

Fantasy & Ash is a game I developed in my 3rd Year of Univeristy, written in C++ and SFML. Set in the land of Kyntera, Andrel, a high-level member of a local adventurer’s guild is killed on a routine quest under suspicious circumstances. He awakens to find that they have been reborn as a level 1 adventurer, with only a note from the kingdom explaining his situation and a sword. He must work his way back to his previous position by completing quests and hunting monsters, all while trying to uncover what happened. By fighting orc's and skeleton's Andrel and his party will atain experience aswell as gold in order to pay their way back into the kingdom.

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Prisoner Of War

Prisoner Of War

Prisoner Of War is a game I developed in late 2018 for my college graded Unit in which i recieved an A for, the game was written in C# and monogame. Set in the thick of world war two, Lieutenant George Andrews has been captured and held prisoner by the Germans, due to high volumes in the prisoner camps the Lieutenant has been sent to the Jewish camps to face the horrors alone. In this top down prison escape, you will be faced with challenges such as sneaking passed guards, picking up letters which in turn give ideas to find tools in order to escape the prison.

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Other Projects

Dissertation - Click here to download

The aim of this project was to produce and compare three procedural map generation algorithms for a two-dimensional dungeon roguelike game. In turn, deriving assumptions from these algorithms which in turn can be used to produce detailed comparisons of performance. The outcome was a successful prototype that had three different map generation algorithms consisting of Cellular Automata, Perlin Noise and Delaunay Triangulation with the paper being graded a 2:1.

Github - Click here

At my github all my other project can be seen. Most projects have been completed throughout univeristy and college but some are personal project in which I am still working on.

Itch.io - Click here

Work Experience

Technical Designer - Build a Rocket Boy (December 2022 - Current)

- Promoted from Associate to Technical Designer in May 2023
- Designed and implemented missions and gameplay systems for two largescale projects: Everywhere and Mindseye.
- Used Lua scripting and Unreal Engine to create interactive mission content and systemic gameplay features.
- Collaborated with cross-functional teams (design, code, art) to streamline development workflows.
- Contributed to debugging, iteration tools, and internal mission scripting frameworks.

Software Tester - The Shopworks (May 2021 - December 2022)

- Built automated testing pipelines using Testim and NodeJS, integrated with GitLab CI/CD.
- Developed Python and SQL scripts to support analytics dashboards and internal reporting.
- Participated in Agile ceremonies, sprint planning, and QA reviews acrossmulti-team product releases.

Software Engineer Intern - Calnex Solutions (June 2020 - September 2020)

- Created Python-based scripts for network testing using internal APIs and the Delphi IDE.
- Conducted automated ABB regression tests for telecom tools.
- Worked within a Scrum team on rapid iteration cycles.

Software Engineer Intern - Viavi Solutions (June 2019 - September 2019)

- Contributed to secure geo-location data workflows using C#.
- Collaborated with QA and development to resolve high-priority bugs and automate test cases.
- Supported customer deliverables during project deadlines.