I build the systems a game is made of: Vulkan rendering, engine architecture,
netcode, and the tools the rest of the team works in.
alexmollard.dev · CV · LinkedIn · Email
I've been writing C++ since 2019. I studied at AIE Melbourne for two years, but most of what I know came from side projects beyond the curriculum and a lot of trial and error. Small simulations came first (Game of Life, pathfinding, cellular-automata fluids), then my own engines, one after another:
BigBrainEngine (2019) → SlimeCore2D → Vulkan-Slime → Odyssean Engine → SlimeProject → AetherCore (2026)
The fastest way to learn an engine is to write one.
- At Big Ant Studios: eight shipped PC, PlayStation and Xbox titles since 2022 (the full list is on my site). I build tools that start with the programmers and QA who'll live in them, and take the tickets nobody else can finish when a submission date is close.
- AetherCore: a Vulkan engine with a bindless renderer, an editor, and hot-reloadable C# gameplay. It started hand-written. As it grew, I moved to directing AI agents. I set the architecture and review every change, and nothing merges on vibes: over 1,200 tests have to pass first.
- On the side: a PS2 patch for Crash Twinsanity, a Rust Grand Exchange analyzer for RuneScape 3, and Ironvellum, a training tracker with a 106-technique calisthenics skill tree.
- Next: decompiling more of Crash Twinsanity and getting it running in AetherCore.

