Sea of Thieves
What is it?
Game Details
Website: seaofthieves.com
Studio: Rare Ltd
Platforms:
Engine:
Release Date: 20th March 2018
Time working on Sea of Thieves
Rendering Intern
July 2015 - July 2016
Software Engineer
July 2017 - July 2019
Software Engineer 2
July 2019 - February 2024
Senior Software Engineer
February 2024 - Present
My work on Sea of Thieves
I have worked in Gameplay, Engine, and Rendering. This has given me a broad amount of impact on the project that touches on networked game features, audio, rendering, vfx, accessibility, performance etc etc etc. While working on Sea of Thieves I have contributed production code in C++, C#, HLSL, and Typescript.
Despite my contributions being broad, I tend to focus most of my time on our GPU particle system. Our particle system is based on Cascade but heavily modified to cope with the performance requirements that we have.
Selected Contributions

System for mapping out zones where the sea should be calmed or angrier

I am the owner of the particle system in Sea of Thieves

Took Sea of Thieves from C++14 to C++20. Even gave a talk (or 2) about it

Inspired by the dithering fade used in Uncharted 4

Want to stop randoms joining your crew? Vote on it!

Accessibility option for people that want to adjust the vibrancy of the colors
[numthreads(1,1,1)]
void SomeTest()
{
const int Expected = 42;
RareTestEqual(42, Expected);
}A unit testing framework for testing shaders. I have a GDC talk on the subject

I implemented the TTS/STT features, as well as the game transcription and translate features