“Steven Wright is great, well versed senior software engineer, goal-oriented, focused, easy going and always willing to help. I really appreciate his ability to organize and manage larger codebases with ease. Doing significant refactoring? No problem. Working along side of him as part of Core SDK team was great experience. I was able to draw from his vast programming knowledge and having him on code-review ensured that most optimal and high quality code will be delivered. I enjoyed our regular engineering discussions a lot. Did I mention his great sense of humor? He definitively know how to rise team spirit and cohesion!”
About
Activity
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Tentatively adding "composer" to the skillset once again, with this demo playlist. 🎼 https://lnkd.in/ed_96kXP
Tentatively adding "composer" to the skillset once again, with this demo playlist. 🎼 https://lnkd.in/ed_96kXP
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My new book is out today: Firefly: Coup de Grâce! https://lnkd.in/eYqUW7-w
My new book is out today: Firefly: Coup de Grâce! https://lnkd.in/eYqUW7-w
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Friday marked my last day at realworld one. It was a hell of a ride, in those two years I learned way more than I thought it could be possible, and…
Friday marked my last day at realworld one. It was a hell of a ride, in those two years I learned way more than I thought it could be possible, and…
Liked by Steven Wright
Experience & Education
Publications
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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.
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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.
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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.
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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.
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Projects
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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. -
Fast and Furious: Crossroads (PC, PS4, XBox One)
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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++. -
Project Cars 2 (PC, PS4, XBox One)
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For this advanced driving simulation title, I was responsible for implementing various gameplay and eSports features.
Developed in C++. -
RIGS: Mechanized Combat League (PS4, Morpheus)
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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. -
Killzone: Mercenary (PS Vita)
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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. -
TV Superstars (PS3)
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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. -
Play TV 2.0 (PS3)
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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++. -
Little Big Planet (PSP)
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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. -
Heavenly Sword (PS3)
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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. -
24: The Game (PS2)
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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. -
LMA 2002, 2003, 2004 (PS2/Xbox)
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Contributed to the development of the 3D 'match-play' AI engine for three iterations of this annual football management franchise.
Developed in C. -
Misc. Projects
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Console hardware evaluations. Game tech R&D. Development of undisclosed game prototypes in C#/XNA.
Honors & Awards
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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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Join now to viewMore activity by Steven
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Thanks to the power of virtual reality, Beckman Coulter Life Sciences is now able to deliver immersive, instructor-led training for the Biomek…
Thanks to the power of virtual reality, Beckman Coulter Life Sciences is now able to deliver immersive, instructor-led training for the Biomek…
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This is what we are building at improbable, exciting times https://lnkd.in/d3aW2vXz https://lnkd.in/df27cHDd
This is what we are building at improbable, exciting times https://lnkd.in/d3aW2vXz https://lnkd.in/df27cHDd
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To all my foreign friends: 🇺🇦The National Bank of Ukraine has opened a special account to raise funds for the Ukrainian Army. Anyone from any…
To all my foreign friends: 🇺🇦The National Bank of Ukraine has opened a special account to raise funds for the Ukrainian Army. Anyone from any…
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To all friends in Computer Games industry, Software Development and beyond! These are dark times for Ukraine and Ukrainian people. Many years ago…
To all friends in Computer Games industry, Software Development and beyond! These are dark times for Ukraine and Ukrainian people. Many years ago…
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I'm excited to have started today at Firesprite as an 'Associate Game Director', working on an exciting dark, story-driven next gen narrative…
I'm excited to have started today at Firesprite as an 'Associate Game Director', working on an exciting dark, story-driven next gen narrative…
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Yesterday was my final day at realworld one. It's a bittersweet goodbye; More exciting news coming soon... I very much enjoyed being part of this…
Yesterday was my final day at realworld one. It's a bittersweet goodbye; More exciting news coming soon... I very much enjoyed being part of this…
Liked by Steven Wright
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If you haven't already, have a look at the new realworld one teaser! Please do not hesitate to reach out to me if you're interested in a demo of our…
If you haven't already, have a look at the new realworld one teaser! Please do not hesitate to reach out to me if you're interested in a demo of our…
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I would like to thank everyone at realworld one, our customers and business partners for the great collaboration in 2020. We are very humbled to…
I would like to thank everyone at realworld one, our customers and business partners for the great collaboration in 2020. We are very humbled to…
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