TideBox (Humber in a Box 2)

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Commercial development experience in which I refined and extended an existing codebase in Unreal Engine 4 that utilised C++, Blueprints and VR technology.

The simulation makes use of imported real-world tidal and DEM terrain data to highlight the effects of flood waters against terrain by using the Lisflood hydrodynamic model.

Following an Agile Development methodology (SCRUM) as part of a software development team to ensure that a product of commercial value is produced incrementally.