Steven Wright

Ireland Contact Info
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About

Experienced software engineer (C++) with extensive (20+ years) all-round game-development…

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Experience & Education

  • realworld one

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Publications

  • Enhanced Presence in Driving Simulators Using Autonomous Traffic with Virtual Personalities

    Presence (MIT Press Journals)

    The paper summarises a project to increase the sense of presence within a driving simulator while interacting with autonomous traffic. The project sought to model natural variations in ambient traffic to emulate identifiable driving styles for different categories of driver. Probability distributions combined with decision histories were employed to characterise speed choice while providing a mechanism for introducing temporal and spatial variation in speed changes. These efforts produced…

    The paper summarises a project to increase the sense of presence within a driving simulator while interacting with autonomous traffic. The project sought to model natural variations in ambient traffic to emulate identifiable driving styles for different categories of driver. Probability distributions combined with decision histories were employed to characterise speed choice while providing a mechanism for introducing temporal and spatial variation in speed changes. These efforts produced “virtual personalities” representing different categories of ambient traffic including generic, male, female, old, drunk, aggressive, cautious, and fatigued. A user evaluation of the ambient traffic concluded that naturalistic variation in behaviour can significantly contribute to the subjective realism of the interaction with traffic simulation.

    Other authors
    • Nicholas J. Ward
    • Anthony G. Cohn
    See publication
  • DRIVERSIM: A Probabilistic Approach To Realistic Traffic Generation

    Proceedings of the Driving Simulation Conference 2000

    This paper reports on the results of a project with the aim of improving the autonomous behaviour of drone traffic within the Leeds Driving Simulator. Taking influence from Artificial Intelligence, Psychology and Traffic Engineering, DRIVERSIM (DRiver model for Intelligent Vehicles in Realistic SIMulation) mimics realistic driving behaviour based on a detailed review of the literature.

    Other authors
    • Anthony G. Cohn
    • Nicholas J. Ward
  • Supporting Intelligent Traffic In The Leeds Driving Simulator (Ph.D. Thesis)

    University Of Leeds

    This research is concerned with improving the experimental effectiveness of virtual reality driving simulators through the realism of autonomous background traffic. Taking influence from Artificial Intelligence, Psychology and Traffic Engineering, this work contributes a computational model of virtual driver personalities, derived from an extensive review of existing literature.

    See publication
  • Recent and Future Developments of the Leeds Driving Simulator

    Proceedings of the Driving Simulation Conference 1999

    The Advanced Driving Simulator at Leeds University has been seen as a very successful example of a static-base research simulator. However, it has been limited by the component architecture to being a tool best suited to use in a reductionist experimental paradigm, where emphasis is on replication of events.

    Other authors
    • Hamish Jamson
    • Andrew C. Bailey
    • Andrew H. Parkes

Projects

  • Realworld one

    - Present

    At realworld one, I am responsible for the implementation of the VR interaction systems, together with the development and documentation of an API with which our content teams can author sophisticated VR experiences for our clients. I also provide support to the content teams in this capacity.

    Other areas of responsibility include: Multiplayer replication and arbitration strategies, maintaining responsive, efficient and accurate behaviour even in high-latency conditions. Multi-platform…

    At realworld one, I am responsible for the implementation of the VR interaction systems, together with the development and documentation of an API with which our content teams can author sophisticated VR experiences for our clients. I also provide support to the content teams in this capacity.

    Other areas of responsibility include: Multiplayer replication and arbitration strategies, maintaining responsive, efficient and accurate behaviour even in high-latency conditions. Multi-platform support (Oculus, Vive, Mixed Reality...)

    Developed in C++ with Unreal Engine.

    See project
  • Fast and Furious: Crossroads (PC, PS4, XBox One)

    -

    For this driving action game based on a high-profile movie franchise, I was was responsible for developing the initial team-based multiplayer prototype and early gameplay features. I took on a key role in driving the development of the gameplay logic architecture and corresponding engine interface.

    Developed in C++.

    See project
  • Project Cars 2 (PC, PS4, XBox One)

    -

    For this advanced driving simulation title, I was responsible for implementing various gameplay and eSports features.

    Developed in C++.

    See project
  • RIGS: Mechanized Combat League (PS4, Morpheus)

    -

    For this flagship PlayStation VR title, I was part of the initial team of two programmers tasked with realising the proof-of-concept prototype, which was ultimately carried forward into full studio production. My prime area of responsibility was the development and iteration of player locomotion systems and networked interaction strategies. As chief physics engineer, I continue to provide studio-wide support in the authorship and optimisation of physics content and features, as well as…

    For this flagship PlayStation VR title, I was part of the initial team of two programmers tasked with realising the proof-of-concept prototype, which was ultimately carried forward into full studio production. My prime area of responsibility was the development and iteration of player locomotion systems and networked interaction strategies. As chief physics engineer, I continue to provide studio-wide support in the authorship and optimisation of physics content and features, as well as updating/evaluating the latest Havok middleware libraries.

    Developed in C++, with Havok and an early version of the Decima engine.

    See project
  • Killzone: Mercenary (PS Vita)

    -

    This was an ambitious version of a flagship PlayStation franchise, critically-acclaimed for its technical achievement. As the chief physics programmer on this project, I was responsible for porting Killzone's sophisticated Havok physics engine from the PS3 to the PS Vita and aggressively optimising it for that platform. I acted as the studio's point of contact with Havok, responsible for maintaining and modifying custom versions of their middleware libraries.

    I also provided studio-wide…

    This was an ambitious version of a flagship PlayStation franchise, critically-acclaimed for its technical achievement. As the chief physics programmer on this project, I was responsible for porting Killzone's sophisticated Havok physics engine from the PS3 to the PS Vita and aggressively optimising it for that platform. I acted as the studio's point of contact with Havok, responsible for maintaining and modifying custom versions of their middleware libraries.

    I also provided studio-wide support across all disciplines on matters pertaining to physics, destruction and collision content creation. This was accompanied with extensive online documentation, and presentation of appropriate guidelines to the team. This project also entailed thorough post-release support.

    Developed in C++, with Havok.

    See project
  • TV Superstars (PS3)

    -

    This dynamic party-based game, was designed to showcase the PlayStation Move controller, featuring a variety of motion-control styles and game modes. I was responsible for developing systems to manage the allocation and calibration of available controllers. I also took charge of the face-capture tech. This work involved a large amount of focus-testing. I also supervised a series of home tests to assess effectiveness in different lighting conditions.

    Developed in C++, with Scaleform.

    See project
  • Play TV 2.0 (PS3)

    -

    As part of a small team, I was tasked with adding (now-patented) Facebook features to the PlayStation's PVR software. I also provided telemetry systems to allow the online team to analyse usage patterns and better tailor the user experience.

    Developed in C++.

    See project
  • Little Big Planet (PSP)

    -

    This version of the flagship PlayStation franchise was awarded the BAFTA for "Best Handheld Game" and nominated for "Use Of Online". On this project, I was in charge of designing and implementing the complex front-end architecture and its integration with online community features. I also had an instrumental role in shaping the game's data format and associated C# / XML tool-chain.

    Developed in C++, C#, XML, .Net.

    See project
  • Heavenly Sword (PS3)

    -

    This high-profile title was developed in collaboration with Ninja Theory. My chief role on this project concerned the development of ragdoll physics systems and their integration into various novel gameplay features.

    Developed in C++, with Havok.

    See project
  • 24: The Game (PS2)

    -

    This was an ambitious title based on a high-profile license. I had a wide range of responsibilities on this project, most notably spearheading development and shaping design of the interrogation mini-game from prototype through to completion. This included work on gameplay, UI, audio, animation, cameras and bespoke data pipelines. My work was strongly focused towards the development of novel cinematic and narrative features. In other areas, I was involved in the development of ragdoll physics…

    This was an ambitious title based on a high-profile license. I had a wide range of responsibilities on this project, most notably spearheading development and shaping design of the interrogation mini-game from prototype through to completion. This included work on gameplay, UI, audio, animation, cameras and bespoke data pipelines. My work was strongly focused towards the development of novel cinematic and narrative features. In other areas, I was involved in the development of ragdoll physics systems, including blending with animation and custom data export pipelines. I also developed AI routines for pedestrians and background traffic.

    Developed in C++, with Havok.

    See project
  • LMA 2002, 2003, 2004 (PS2/Xbox)

    -

    Contributed to the development of the 3D 'match-play' AI engine for three iterations of this annual football management franchise.

    Developed in C.

    See project
  • Misc. Projects

    -

    Console hardware evaluations. Game tech R&D. Development of undisclosed game prototypes in C#/XNA.

Honors & Awards

  • Best Hand-held Game (Little Big Planet PSP)

    BAFTA

    Awarded to the development team of Little Big Planet PSP. Also nominated for "Best Use of Online".

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