Splash Damage

Location: Bromley, United Kingdom

Splash Damage is a AAA video game studio based in the London Borough of Bromley, that has developed titles such as Enemy Territory: Wolfenstein, Brink, Enemy Territory: Quake Wars, Dirty Bomb, and has also worked on critically acclaimed third-party studio titles such as Gears of War: Ultimate Edition, Gears of War 4, and more.

Senior Tools Programmer

2017-09-01 - Present

Began work on an unannounced project and was tasked with developing a robust and reusable tool authoring framework for rapidly iterating and publishing versioned internal tooling.

Created a tool authoring framework and build system for creating new GUI-based user-facing applications that could be quickly published through any continuous integration system of choice (e.g. TeamCity, and Jenkins) using MSBuild.

Later extended the framework to support development of server-sided applications and services, that could be deployed remotely from a build machine.


  • Tooling Framework
    • C# and C++ based tooling with shared framework, and libraries.
    • Comprehensive wrappers for internally dependent infrastructure.
    • User-facing applications with consistent styling and themes.
    • Backend services with remote build deployment functionality.
  • Versioned Build Pipeline
    • "Plug-n-Play" continuous integration build pipeline for any version controlled tooling project.
    • Hassle-free binary versioning and publishing for any version controlled tooling project.
  • Infrastructure Tooling
    • Server-sided infrastructure tooling.
      • Perforce post-commit validation checks.
      • Remote service deployment to target machines.
      • Tooling for "remote personal builds" and build sanity checks.
  • Build Systems
    • MSBuild powered build system for any version controlled tooling projects.
    • Highly reusable build configurations.
    • "Stable" and "Latest" build pipelines for all toolings.
    • QA validation process for new tooling binaries.
  • Unreal Engine 4 Build Pipelines
    • Provided programming support for Unreal Engine 4 build pipelines.
    • Binary and content validation configurations using BuildGraph.