My name is Scott Richard Howell

I am a Games programmer and designer.
You can find me here

I have 10+ years personal experience programming, using languages such as C, C++, C# and Javascript to name a few.

I also have experience using Agile, Git, GNU Compiler Collection, Visual Studio, DirectX, OpenGL, Vulkan, Unreal Engine 4 and Unity.

I'm a quick study, a strong communicator, enthusiastic worker and thrive in challenging environments.


A psuedo Vectrex single stick shooter.
Made in C++ using Visual Studio, OpenGL, OpenAL and SDL.

I designed and developed a basic multi-threaded engine for Atlas which I named Pantheon, for minimum latency the message loop and logic loop were run on separate threads, as was the rendering loop which waited on logic updates and vsync to render.

The mesh for the vectors are generated as needed from vector lines fed to the renderer, geometry sharers were considered, but I ultimately rested on cpu side generation for system compatibility.

Atlas is awaiting porting to the GNU Compiler Chain and Quality Assurance ready for release.

Stronk Tonk

A party tank battle, with living maps and increasing stakes.
Made in Unity using C# and Visual Studio.

For Stronk Tonk I developed a networking solution on top of Unity's transport layer for handling local split-screen, online matchmaking through PHP queries and a MySQL server, network objects, network events, movement prediction, multiple object ownership and persistent network objects.

The networking solution nicknamed 'NetUtil' also had to be accessible to less technically inclined team members. Its api was thoroughly considered and functionality was largely wrapped up in a network management class which the team would interact with.

Alongside this I have acted as a back-end developer and, in lieu of a viable replacement; a 3D modeler and technical artist, though my artistic contributions are not present in the above video.

Pixel Shaders - GLSL

Here, a hexagonal truchet pattern with scrolling coordinates.
I write these shaders as a hobby.

This shader does not depend on any geometry or textures and is simply generated from pixel coordinates and time. The shader is short, efficient and scalable and was written to demonstrate the generation of 2D coordinates.

The shader works by finding a hex cell in axial coordinates, then using the distance from the cell center and its corners to determine shapes, with additional use of the arc-tangent of these distances to determine coordinates.

I am particularly happy with the elegance of this shader, but I also write raymarch shaders which I use to experiment with lighting models and techniques.


I'm always open for a conversation, you can reach find me here,

Or you can reach me on social media