Chris Sixsmith

Senior Game Engineer | C++, Blueprints & Unreal Engine | Generalist: Gameplay Systems, Game UI, Multiplayer, UGC Tools, Rendering, Physics & Engine Architecture

About, education and contact

About

I work mainly in C++, C, and C#, with deep experience across Unreal Engine 4 and 5 in both C++ and Blueprints, gameplay systems, game UI, game networking, multiplayer gameplay architecture, graphics programming, editor and tools development, procedural generation, user generated content, Windows, Linux, Perforce and UGS, Git and AWS. My background in music and visual art shapes how I think about interaction, presentation and the quality bar for tools. I watch people use things I've made and improve them.

Many of the projects here were a key part of something new that made a big difference. I'd love to be a key part of your project too.

I'm based in the UK. All of my studio roles have been remote, and I prefer remote work. I'm available now!

AI tools

I can use AI programming tools such as Anthropic's Claude Code and OpenAI's Codex CLI.

Education

  1. MSc Computer Science Distinction

    Lancaster University · 2019–2020

    Self-selected focus on visual programming tools, languages and compiler infrastructure. My thesis project, a functional visual programming language, was the forerunner of Brickadia's wires.

  2. BSc Computer Science First Class Honours

    Lancaster University · 2016–2019

    My third-year project and thesis scored the highest in the year.

Contact

chris [at] sixmorphugus [dot] com

LinkedIn

CV (PDF)

This website is pure HTML and CSS with a very small amount of JavaScript. I tried to be minimalistic while still making it look good. It pulls in zero dependencies. The only outside content is a few YouTube embeds on the project pages.

Projects