Josh McCamley

Josh McCamley

Technical Game Designer

Hello there! Josh here; Technical Game Designer powered by a very healthy obsession with anything Yoko Taro touches (NieR) & specialty coffee. With 3+ years of experience, my bread and butter is bridging design with C++ and Visual Scripting. I am also the guy way too determined to destroy bottlenecks. I take immense pride in building custom tools that empower teams to iterate without friction.

My Projects

SOL CONSTRUCT

SOL CONSTRUCT

Pilot a Scrappy Aerial Combat Rig in a Rusty Survival Roguelite

  • Top to Bottom Weapon System; FLECS Projectiles, Procedural Recoil, Accuracy & Bloom, Weapon Meshes, Rigs & AnimBP’s.
  • Flight-based AI Ecosystem; A* Pathfinding, EQS, Behaviour Trees, Enemy Meshes, Rigs & Procedural AnimBP’s.
  • Persistent Quest Subsystem; Custom Graph Nodes, compiled into lightweight CSV’s.
  • Data-Oriented Runtime Editable, Grid-based Inventory.
In Development

Perforce Live Feed on Nextcloud

Perforce Live Feed on Nextcloud

A custom Nextcloud app for easier debugging and diffing of Perforce files.

  • Hooks into Perforce via CLI shell scripts.
  • Local JSON Chaching for better web performance.
  • Searchable Activity Feed.
  • Data-Oriented Solo Built using Nextcloud’s App framework and some custom CSS and Controllers.
Proprietary Alpha

ProcTex Plugin

ProcTex Plugin

Texture Pixelizer Plugin for Unreal Engine

  • C++ Editor tool with Native UI Integration.
  • Live 3D Previewer supporting all Mesh Types.
  • All Parameters exposed for Customisation.
Released Alpha

Self Hosted Developement Environment

Self Hosted Developement Environment

Centralised Nextcloud and Perforce server environment.

  • Perforce & Nextcloud, running in containers on a Local TrueNAS server.
  • Bypassed WAN TCP limitations by chaining Cloudflared Tunnels with NGINX SSL.
  • Nextcloud Asset Hub featuring in-browser 3D FBX inspection.
Proprietary Alpha

Shoot To Die

Shoot To Die

A frantic, physically-driven arcade score-chaser where you juggle dice with a heavy revolver.

  • Manual Weapon Mechanics; Firing, Single Bullet Reloading, Unloading, Ammo Checking, along with weapon rigging, texturing and animation.
  • Dice Juggling Physics.
  • Procedural Materials, that allowed game-wide tuning of Retro effects; Pixelisation, Posterisation, Noise, etc.
Prototype Game Jam

Tech

Things I like to use

Languages

C++

Software

UE5
Blender
Obsidian
FMOD

Source

Github
Perforce
Recent Posts
Creating the LFTR featured image

Creating the LFTR

Time for a new look!

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Josh McCamley
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FLECS featured image

FLECS

Integrating FLECS, a lightweight C/C++ ECS, into Unreal Engine 5 to replace the suffocating boilerplate of Mass Entity while maintaining 100,000+ projectile performance.

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Josh McCamley
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Get In Touch

Let’s chat!

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Whether you're looking to fill a technical design role or you just want to talk engine architecture and game feel over a virtual coffee, my inbox is open. Hit me up on LinkedIn, or drop a direct email. Always down to chat!

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