Adeline Cook

Auckland, New Zealand  /  available now

Adeline Cook.

Senior software engineer and technical lead with more than 20 years across backend platforms, real-time 3D and product development. I take difficult technical work from first principles to a dependable release.

The short version

Deep technical work,
finished properly.

I have spent more than 20 years making software work under real constraints: complex data, tight performance budgets, unfamiliar hardware, production deadlines and users who need the tool to be ready when they are.

My professional work has ranged from Java/Spring services and geometry processing for construction design to Unreal Engine pipelines for broadcast production. I have built editorial tools for the NZ Herald and The Listener, the Octane renderer plugin for Unreal, rehabilitation games connected to Bluetooth hardware, and real-time 3D systems for browser and desktop. I also originated the outline technique behind Advanced Cel Shader, maintained it as a commercial product, and later sold it to Epic Games.

Poppy and Buddy exercises a different part of the job. It is a bilingual children's title spanning published books, a companion app, original animation and narration, and a QR-linked read-along system. Owning the whole product has meant making the engineering, design, content and release decisions together.

My current personal project is Nova, a self-hosted Smart Home Control Surface used in my household. It brings lighting, climate, reminders, energy data and local voice control into one interface across a wall kiosk, browsers and Apple TV. It is a useful test of architecture and operations because it has to keep working after the development session ends.

I use coding agents extensively and have built local tooling around them, but the valuable part is still engineering judgment: a clear brief, sensible boundaries, review, tests and measured results. I am comfortable moving between product detail and low-level diagnosis, and I communicate plainly when a design needs to change.

Curriculum vitae

Cut to the chase.

Employment history and technical skills, selected projects and education.

Selected work

Work across very different constraints.

The industry has changed. The common thread is software that has to perform, integrate cleanly and remain useful to the people relying on it.

The Nova panel mounted in portrait on a white wall beside copper hexagonal tiles, showing the climate screen in a gold theme. 2026 · Ongoing · Personal platform Nova — Smart Home Control Surface One consistent interface for lighting, climate, reminders, energy and media across a wall kiosk, browsers and a native Apple TV app. Its room-aware voice assistant runs locally. The open-source framework is installed and extended by the user's existing frontier coding agent around the household's actual devices and available hardware; Nova does not bundle its own agent. Read the case study
2014 – present · Unreal Marketplace Advanced Cel Shader I originated its real-time edge-detection and outline technique, developed it independently, and turned it into a production Unreal package. After a decade on the marketplace, it was acquired by Epic Games.
2025 – 2026 · Donovan Group / uTecture Construction geometry engine Backend services for building modelling and construction workflows inside a large Java/Spring platform. I worked on polygon triangulation, 3D shape handling and automatic floor-plan generation, including performance work, automated tests and production debugging.
2021 – 2023 · Fika Entertainment Teletubbies Let's Go — virtual production Led Unreal development for the broadcast children's series and the American Girl YouTube series. I designed virtual-production pipelines and AR/VR experiences, and supervised a distributed team of artists and developers.
2012 – 2015 · APN Digital / NZME NZ Herald & The Listener Web platform work for two of New Zealand's best-known mastheads. I built editorial tools and rules-based news-curation systems for teams publishing to a fast-moving national audience.
2015 – 2017 · Otoy Octane for Unreal Engine Developed the Octane renderer plugin for Unreal Engine, connecting two complex real-time and rendering systems for games, architectural visualisation and VR workflows.
2021 – 2022 · Bit.Country Dynamic voxel engine Real-time 3D for a large multiplayer world across Babylon.js and Unreal Engine. I built the dynamic voxel grid at its centre, handling changing spatial data under live simulation load.
2023 · Haven XR VR motion capture & avatars As technical director, I trained custom models for VR motion-capture and avatar problems, designed networks and physical installations, developed motion-simulator experiences, and led technical hiring.
2020 – 2021 · Exsurgo Stroke rehabilitation games Unity and Unreal mini-games for stroke rehabilitation and neuroregulation training, designed for mobile and low-end hardware. I integrated the Bluetooth drivers connecting the therapy devices to the games.
2019 – present · Founder Poppy and Buddy A bilingual children's title spanning published books and a companion app with original animation and narration. I designed the QR-linked read-along system and own the app, design assets, content pipeline and multi-platform releases.
Independent Solitaire Knights A fully 3D card game for desktop and mobile, with the deck handled as a physical simulation. The work combined interaction design, rigid-body behaviour and performance constraints on mobile hardware.
2026 · Personal tooling Local coding-agent harness A local development environment for coding agents, covering file, shell, browser and memory workflows. It adds sandboxing, model routing, progress monitoring and host-side verification, with ChromaDB and MemPalace for persistent context and Playwright for browser work.
2010 – 2012 · Sella Large-scale data migration Managed large-scale data migrations and improved the performance of the complex database queries underneath them.

Get in touch

Need a senior engineer
who can own the difficult work?

I am available for senior engineering and technical lead roles, including Auckland hybrid and remote work in New Zealand, Australia or globally. If the work calls for sound judgment, broad technical range and someone who can carry a feature through to production, I would be glad to hear about it.

Details

Phone

+64 21 2700 222

LinkedIn

adeline-cook

Unreal Marketplace

profile/Skull

Location

Auckland, New Zealand