cinder foster-smith

hey there! i'm cinder foster-smith, known online as cyndrdev, a game developer based in the uk. in my spare time i get up to all sorts of digital mayhem, most of which is documented here.

i've worked on a wide range of projects from commercial games to tiny personal projects, and i'm always looking for new avenues for creation.

background

i first got into computers as a young child and i quickly became obsessed, to the point where my parents would desperately try to curb my screen time. eventually i got my own computer at the age of 11 which i used to learned web development, as well as the workings of linux. as i've aged i have changed quite a bit. but that curious, obsessed child has never truly left me.

i'm currently finishing my degree in computer games programming and i have varied industry experience, notably at team17. i'm specifically interested in pushing boundaries and discovering what video games as an art form can achieve. i love creating new experiences that get audiences thinking in ways they might not have done before.

i'm always interested in getting in touch with like-minded people, so if you think we'd get along don't be afraid to get in touch!

skills and experience

languages

  • c#
  • c++
  • rust
  • html & css
  • python
  • 6502 assembly

software

  • unity engine
  • git
  • perforce
  • fmod
  • trello
  • redmine

libraries

  • sdl2
  • amethyst
  • opengl

platforms

  • pc
  • xbox one
  • ps4
  • switch
  • ios
  • android

shipped titles

here's some of the titles i've helped ship, ordered by release date:

the survivalists

developed and published by team17.

on project full-time from august 2019 to august 2020.

the survivalists is a multi-platform co-op survival game where you and up to three friends, aided by some friendly monkeys, try to survive and thrive on the island you were stranded on.

as part of the main production for over a year i was responsible for creating many systems, all of which required robust networking and save serialization. i also worked on bugfixes ranging from minor cosmetic issues to major networking faults and crashes.

i was the core contributor and maintainer of several systems, including character customisation, emotes, notifications, context dependant audio, and more.

gitch

developed and published by opal studio games.

on project part-time from may 2018 to july 2019.

gitch is a relaxing puzzle game for mobile, featuring a rotatable cube that you have to rearrange, while not being thrown off by the "glitched" pieces. it was released in june 2020.

as we were a tiny indie team, i had many responsibilities, including creating our shaders and render pipeline, our save/load system, the core puzzle system, and more.

my favorite part of the production process was the creation process for the core puzzle system - figuring out how to best represent internal puzzle state and how to efficiently process changes to it was incredibly fun and i'm very happy with the results.

side projects and game jams

there are many more projects i've worked on over the years, but i can't possibly talk about them all or this page would be way too long! here's a few of the more notable ones:

stopn't

developed in 48 hours by cinder foster-smith, cat flynn, dan coady, and cai jones.

source available on github

stopn't is a fast-paced futuristic racer, where you must maintain a high speed for as long as possible. master the controls and compete for high scores!

as part of the gmtk jam 2020, the largest online game jam in history to date, and it scored an outstanding ranking of 64th out of 5397 in the presentation category for its ui polish and visual style.

i spearheaded ui and visual design, creating the shaders and scripts that provided aesthetic cohesion throughout all aspects of the game. alongside this, i also defined, implemented, and refined the main gameplay loop that contributed heavily to the game's feel.

contact & other links

i have a presence on quite a few parts of the internet, but these are the main places you can see my work or get in touch: