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Alexander Fewings

VR & Mixed Reality Games Developer – Melbourne Australia

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alexander.fewings@gmail.com
+61 416 470 061
Discord: SoakingRich


 * Espire 2: MR Missions

 * Espire 2: Stealth Operatives

 * Entwine XR

 * Sushi Ben VR

 * Blockami

 * Holi VR

 * Houdini Tools







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4 / 6

XR Technical Designer & Developer



Hi there, I’m Alexander Fewings,

Ive been designing and creating in the XR space for 6 years since the CV1 days.
First and foremost I’m a creative developer and I enjoy combining all the many
facets of game-making that come together to entertain and delight in immersive
media.

In 2023, I was thrilled to start working with Mixed Reality using Meta Quest 3 &
Pro to build apps at the forefront of what, I believe, will be a gaming
revolution.

 * Based in Melbourne, Australia – AEST (UTC+10:00)
 * 6 years of XR Experience
 * Multiple Shipped Titles on the Meta Quest store
 * Unreal Engine & Unity
 * Designer & Programmer
 * Avid VR & MR Gamer
 * Member of ‘Oculus Start’ and ‘Oculus Growth Track’ programmes
 * ‘Espire 2’ was awarded an AGDA Award for “Excellence in VR & AR” from the
   Australian Game Developer Awards.
   

Projects Overview

 * Entwine XR – Developer
   (December 2023 – Present)
   Unreal Engine & Unity
   
   – Creating new generation Mixed Reality games for the Quest platform,
   ‘Entwine‘ & ‘Welcome HoM: House of Mirrors‘
   – Accepting contract work specializing in VR and MR.
   
   
 * Espire 2 MR Missions – Technical Designer
   (January 2023 – November 2023)
   Unreal Engine
   
   – Designed a world-first procedural stealth action game in the players living
   room
   – Implemented core programming systems
   – Worked across production to ship on a tight deadline
   
   
 * Espire 2: Stealth Operatives – AI Programmer, Gameplay Programmer
   (November 2020 – November 2023)
   Unreal Engine
   
   – Owned all AI Systems across the game, a homage to Metal Gear Solid for VR.
   – Character Animation programming and Animation authoring.
   – Networking programming for Coop Multiplayer
   – Extensive optimization
   – Level, Encounter & Mission Design
   – Game Design & UX
   
   
 * Sushi Ben VR – Programmer
   (May 2020 – November 2020)
   Unreal Engine
   
   – Lead programming to bring the game to its vertical slice
   – Implemented core systems
   
   
 * Holi VR – AI Programmer, Animator, Gameplay Programmer
   (March 2020 – May 2020)
   Unreal Engine
   
   – Extended Game Jam project with fellow Oculus Start developers
   – Animation Programming and Networking
   
   
 * Blockami – Developer
   (June 2019 – February 2020)
   Unity
   
   – Hand-tracking Multiplayer Puzzle Battle Game, made in Unity
   – One of the first hand tracking games for the Quest
   – Added Mixed Reality mode – Jan 2023
   
   



Overview of Skills


UNREAL ENGINE

 * VR & Mixed Reality Specialist
 * AI Specialist, Behaviour Trees
 * Animation Framework
 * Extensive Blueprints & C++ Programming
 * Multiplayer Replication, EOS Online Services
 * Niagara FX
 * Materials
 * Sequencer
 * Landscape Tools


UNITY

 * VR & Mixed Reality Specialist
 * Multiplayer
 * C# Proficiency
 * Shipped an Indie Title To SideQuest


3D

 * Houdini Procedural Tools
 * Houdini Engine for UE & Unity
 * Blender tools
 * Rigging and Animation
 * 3D Modeling / Texturing / Simulation
 * Environment Design






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Espire 2: MR Missions – (October 2023)

https://www.meta.com/en-gb/experiences/3529713943716002/

Technical Designer –

In January 2023, our studio was given the chance to develop Espire 2 to have a
brand new Mixed Reality mode to support the launch of the Meta Quest 3 and its
ground-breaking MR capabilities.

As Technical Designer, I was able to use Meta’s Scene API to model the players
surroundings and develop Procedural Missions that entirely adapt to the players
environment.

Some of the key features included:

 * Defining Start & End locations
 * Spawning obstacles along the path (Laser Traps, Motion Sensors)
 * Populating the scene with Furniture/Cover, Physics Objects
 * Create “Rooms beyond Rooms” - Have entire game worlds scattered behind
   windows in the players room.
 * Have Guards walk in and out of the space using Navigation / Predefined
   behaviors
 * Combat guards/enemies who take cover around your real world elements
 * Control Randomization / Handle every size of space the player might be
   playing in
 * Give a variety of mission types over 20 levels



I really believe Espire 2 MR Missions is absolutely unique of all Mixed Reality
games currently on the market. We were able to adapt almost every mechanic of an
already shipped game to MR with a totally fresh feel and perspective; I
personally think it will be a long time before Mixed Reality sees another game
like it.

You can find a detailed video about all of our MR features here:




—



Espire 2: Stealth Operatives – (November 2022)

https://www.meta.com/en-gb/experiences/3529713943716002/

AI Progammer & Generalist –

I joined Lode XR in 2020 to build Espire 2 covering all the games AI Systems. I
worked on the game throughout the production cycle, from pre-production to
post-release updates until I was made Technical Designer in 2023 to further
adapt the game for Mixed Reality.

We were thrilled to recieve an AGDA Award for “Excellence in VR & AR” from the
Australian Game Developer Awards in 2023.

As part of a small team, we all wore many hats; I worked on many aspects of the
game including:

 * AI Systems - Smart Behaviors for Metal Gear Solid style enemies – Smart
   Objects, Environmental Interactions, Interaction Animated states
 * Multiplayer – Stealth Coop multiplayer in VR
 * Animation Programming – for all NPCs / Enemies, including Humanoid, Mech,
   Flying, Bosses, Companion AIs
 * Animation Authoring – using Mocap & Keyframe Animation
 * Encounter/ Mission / Level Design – General game design and presentation of
   the missions.
 * FX – Particle Systems, Character Ability effects
 * UI – Frameworks for main and sub menus



Espire 2 is a very multi-faceted and ambitious game; the team did an incredible
job bringing the Stealth Action fantasy of games like MGS to VR, and again,
there are very few games like it on the market.

—

Entwine XR – (November 2023 – pres.)

XR Developer –

In November 2023, I founded Entwine XR, a game development and digital design
studio. I began working on 2 key prototypes for next generation Mixed Reality
games which I’m glad to show a sneak peak of here. Both projects are in very
early stages and will be continued to be developed throughout 2024.
If you’d like to know / see more of either project, don’t hesitate to write me
an email.

“ENTWINE”

Entwine is a hybrid of a VR Shooter, and Mixed Reality Top-down 3rd Person
Platformer.
The player must infiltrate a military base, and with the help of a throwable
Drone, take out waves on enemies, build defences, and conquer objectives.
The player can transition between 1st person VR Shooter gameplay, and total
Mixed Reality top down view, where they can see an overview of the map, conduct
tactical manoeuvres, use the Drone’s grappling hook ability to traverse the
level quickly.
When in Mixed Reality view, the game plays just like a 3rd Person Platformer /
Shooter game ( think Moss meets Landfall).
The game is currently single player but Coop Multiplayer and Colocation will be
explored.

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“Welcome HoM: House Of Mirrors“

Welcome HoM is a narrative puzzle game where the player finds themselves
inhabiting a dystopian workplace of the future.
The game uses Passthrough to allow players to walk around their own space,
however, behind each wall of the players room is another Mirror Room with
another Mirror avatar in it, who copies the players movements and actions. They
can copy Body, facial, and even eye movements of the player.

This gives an unique feel of a game played in both 1st person and 3rd person at
the same time, having an avatar controlled by the player in all directions.
With the help of your Mirror Robot selves, you must solve puzzles and organise
your factory to complete your tasks. Ultimately, you must escape the tyranny of
your mixed reality factory and break your mirror selves free from their
captivity.
Welcome HoM utilizes many of Meta’s latest API integrations including Scene,
Inside-Out Body Tracking, Face & Eye tracking, Occlusion, Voice SDK.

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—



Sushi Ben VR – (September 2020)

https://www.meta.com/en-gb/experiences/5459391390744272/

Programmer –


Sushi Ben VR is an anime life-sim where you play as a customer to a sushi bar
that’s fallen on hard times. Loosely based on the life of the creator’s friend,
Takayuki “Ben” Okuda, who he used to work with at a sushi bar.
More Info: https://www.meta.com/en-gb/experiences/5459391390744272/

In the year 2020, I worked with creator Kane Tyler as a programmer to bring
Sushi Ben to a vertical slice milestone which included:

 * Implementing core player mechanics with the VR Expansion Plugin
 * Gameplay and Interaction design
 * Assisting with Technical Art

Sushi Ben VR and its dev team Big Brane Studios was later picked up by UK
Publisher nDreams to bring the title to the Meta Quest Store. It was released in
October 2023, and I was thrilled to see how the game turned out. I believe it
has the best narrative presentation of any VR game I’ve played.

—




BLOCKAMI VR- (MARCH 2020)

https://sidequestvr.com/app/608/blockami



Developer –

Unity

Blockami is a VR Multiplayer Puzzle Battle game for the Oculus Quest, Using
Quest’s Hand-Tracking!
Players can draw in 6 degrees of freedom, and compete to crush colored bricks,
clearing a path to take aim at one another, using a variety of weapons and
power-ups.
Blockami is a simple and classic concept, redefined by 6dof, and being able to
draw shapes with your own bare hands!
Built in Unity, and released in March 2020, Blockami was my first release as an
Indie Game Dev. It also served as a learning project for me to integrate skills
such as:

 * Optimizing and Deploying to Oculus Quest-
   Being able to design for a mobile VR device, within its GPU and CPU
   limitations, and package/profile the project for open release.
 * Multiplayer/Networking-
   Blockami utilizes Photon PUN for its networking. This served as my
   introduction to networking logic.
 * Using Experimental Features-
   Blockami uses Oculus’ hand-tracking features, and was released not long after
   it was first made available to developers. Still today, its one of very few
   hand-tracking games, and possibly the only arcade-style pick-up-and-play VR
   game for hand-tracking.


—




HOLI VR FESTIVAL OF COLOURS – (OCULUS START JAM – SEPTEMBER 2020)


Made for the Oculus Start Jam 2020 – Holi is the Indian “Festival of Colours”.
People celebrate Holi by showering themselves and others in brilliant coloured
paint.
Designed for Social Multiplayer VR.
More Info: https://www.innerloopllc.com/holi-vr-festival-of-colours

I took part in the Oculus Start Game Jam 2020 with 4 other Oculus Start devs.
It was an 11-day jam with the theme “Fostering Connections”.
Though perhaps ambitious, we were able to make Holi VR Festival of Colours, a
multiplayer colouring game where players can meet, chat, throw paint balloons
and shoot paint at each other and AI.
Unique skills to the project were:

 * UE4 Multiplayer –
   Uses UE4’s networking logic and the Gameplay Framework to go along with it.
   The project also used Oculus’ Platform tools, such as Matchmaking,
   Leaderboards, Account Info etc.
   (https://github.com/InnerLoopLLC/OculusPlatformBP)
 * Animation –
   I contributed all the animations to the project using Blender. In fact all
   assets from the project were produced by the team during the jam.
 * Dev Teamwork –
   The jam was my first time working alongside other programmers on a project,
   and all the organization that goes along with it (project management, source
   control, working to deadlines etc.). The team worked great together and
   intends to develop the project further beyond the jam’s duration.


—


HOUDINI TOOLS –

Outside of direct VR development, I’m an avid enthusiast in procedural systems
including using 3d software like Houdini.
In UE5, I’ve brought many of the tools and assets I’ve developed in Houdini to
aid various challenges in development.
Many of these have been personal projects ‘for fun’ but I’m finding more and
more uses for Houdini in game development as time goes on.



Level Design Tool –

This tool generates Sci-Fi levels for use in UE5 games.
The user can adjust the complexity of the layout of the level and other
parameters. It generates all necessary collisions and color texturing for the
level and also generates Points Lights to be used with static light baking.



Character Creation Tool –

This tool generates highly stylized Sci-Fi characters with unique detailed
clothing, automatically rigged and skinned to the UE5 skeleton. Each character
takes a matter of minutes to generate and use in game.






—






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