Scott Courtney

Scott Courtney's engineering career began in 1985 and has included industrial controls design, CAD/CAM systems, network programming and design, system administration, and IT infrastructure design. He led the development of a DLC-sized "mod" released in 2015 for The Elder Scrolls IV: Oblivion, which was the motivation for a career pivot. Scott now uses Unreal Engine, Blender, and other 3D tools to create interactive engineering, visualization, and simulation applications. He specializes in environments and applications that query real-time data from external sources. Scott was a contract programmer for Mission HydroSci, a first-person science education RPG from Adroit Studios and University of Missouri, and he is honored to have served a coach and competition judge for the Adroit Studios Student GameJam, an annual springtime event.

https://sinenomine.net/

GDEX 2025 Session: Wrapped in the Serpent's Coils: Unreal Engine and Python | Especially for solo or indie developers, the complexity of Unreal Engine's asset pipeline and build systems can be daunting. Python, a platform-neutral and very approachable programming language, can help! This session demonstrates custom tools for automating repetitive, error-prone tasks in Unreal Engine workflows using Python with several open source libraries that do much of the heavy lifting. Code from this session will be available under open source license.

GDEX 2025 Session: All the Things: Over-Engineering Procedural Content, On Purpose | What happens when an experienced game designer partners with a parametric modeling engineer to make a four-player casual RPG? Engineers will engineer, that's what! This session features a very early look "under the hood" to see how procedural features in Unreal Engine can blend with hand-crafted environment assets to make every play-through a new experience in this single-mission casual game.

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