Gavin Costello

Technical Director at Ninja Theory
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UK

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Daniel Dobson

Gavin and I have both returned to Middlesex University to give presentations on the games industry, and meet with future graduates. We originally met during one of my own presentations, and regularly discuss technology and evolution within the industry. Gavin is one of the most motivated and technically aware programmers that I have had the good fortune to meet, and its always great being able to get his opinion on a topic. He is always involved with interesting work, particularly in the graphics field. Definitely one of those people you go too when your turning a new idea around in your head and you could really use an informed second opinion.

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Credentials

  • edX Certificate for Autonomous Navigation for Flying Robots (TUMx, Grade 100%)
    edX
  • edX Certificate for Computation Structures - Part 1: Digital Circuits (MITx, Grade: 98%)
    edX
  • edX Certificate for Introduction to Computer Science and Programming Using Python (MITx, Grade: 98%)
    edX
  • edX Certificate for Introduction to Linux (LinuxFoundationX, Grade: 100%)
    edX
  • edX Certificate for Learn HTML5 from W3C (W3Cx, Grade 99%)
    edX
  • edX Certificate for Pre-University Calculus (DelftX, Grade 95%)
    edX
  • edX Certificate for Programming with C# (Microsoft, Grade 100%)
    edX

Experience

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Technical Director
      • Mar 2019 - Present

    • Lead Programmer
      • Sep 2012 - Mar 2019

      (From most-recent to least recent...)Hellblade Code Lead - see http://www.hellblade.com/ for developer diaries and other public materials.(Shipped August 2017 on PS4 and PC, then April 2018 on XBoxOne and enhanced for XBoxOneX (including HDR support) - Won 5 BAFTAs on 12th April 2018)- Patched-in HDR support to PS4 July 25th 2018- Shipped HellbladeVR for on Steam and GOG stores, supporting Oculus and Vive headsets, on July 31st 2018- I worked with Microsoft and 505 games to get the Physical editions for XBoxOne and PS4 made and released too. Released December 4th 2018- I worked with QLOC on the Switch build of Hellblade; although to their credit, beyond on-boarding and some basic support etc, they were almost entirely autonomous. Released April 11th 2019Code-Lead on "Nicodemus: Demon of Evanishment", a VR location-based experience created for The VOID. (Fulltime dev August-Dec 2017 though it started a bit before, developed between shipping Hellblade on PS4/PC and development on the XBoxOne port that followed. Launched first in Las Vegas on June 14th 2018)Code-Lead on "DEXED", Ninja Theory's first foray into the VR space. Short-term VR rail shooter project on UE4, overlapping timeline with Hellblade development (Shipped Sept 2016 on Steam. Shipped Dec 2016 on Oculus store as a Touch controller release title. Shipped end of Jan 2017 on PlaystationVR)Core-Tech team lead on Disney Infinity: Marvel Super Heroes (2.0) collaboration (Shipped Sept 2014 on PS3, PS4, PSVita, Wii U, Windows, XBox360, XboxOne)UnrealEngine4 work for unreleased project prototype.Code Lead on "Fightback", Ninja Theory's first foray into the mobile space. Included Unity-Engine work, tools-development, platform-build-support, as well as working with Amazon Web Services for cloud-backend. (Shipped Dec 2013, iOS then on Android later on)

    • Senior Engine Programmer
      • Jan 2010 - Sep 2012

      Still specialising in graphics work & support, but with further-expanded engine and organisation duties.Extended focus on general performance and platform-support for UE3 on PS3.- Working on DmC: Devil May Cry (Shipped Jan 2013 on PC, PS3, XBox360)

    • Engine Programmer
      • Oct 2007 - Jan 2010

      Specialised in graphics programming, but with duties all throughout the engine (UE3).- Working on "Enslaved: Odyssey to the West" (Shipped October 2010 on PS3, XBox360, then later on PC)

    • Gameplay Programmer
      • Mar 2006 - Oct 2007

      For my first ~20 months or so at Ninja Theory I was working as a gameplay programmer on the PS3 title Heavenly Sword. My work predominently revolved around development of the combat system and the four bosses in the game (I was responsible for implementing Roach, Bohan and Flying Fox, as well as taking-over maintenance and further development of Whiptail at points towards the end of the project), though as with most gameplay positions I also did varied work across other sections of the game (e.g. Kai movement, crossbowmen AI, several game objects, and so on).Post-HS I remained at Ninja Theory and moved to the engine team to pursue my love of technology programming :)

Education

  • Middlesex University
    BSc Computing Science (Graphics and Games), C, C++, Java, UML, J2ME, Glut, OpenGL, DirectX, Games-development.
    2002 - 2005

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