Richard Adem

Hi! I'm a software engineer with a focus on design and have been building professional apps, games and art for years.

I live with my family in Paris, France.
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Decathlon

Paris 2024-Present

I am on the Design System team for Decathlon, a major sports retailer in Europe.

I create the foundation elements (fonts, assets, spacing) and the UI components (buttons, prices, cards) for all the Apple platform apps at the company.

We focus on building easy to understand APIs that are flexible for app the apps across multiple countries and languages.

I maintain the Sample app, an internal app that showcases the foundation elements and components internally.

Decathlon apps France, Decathlon France, UK
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Google Arts & Culture

Google London 2020-2022

I worked as a UX Engineer on the Google Arts & Culture app. I shipped production code and prototyped new features.

Worked closely with UX team to recreate pixel perfect representations of their work and helped design new features.

Introduced the team to SwiftUI and re-architected large parts of the app.

Scripted and designed a large number of AR filters using in house rendering system. Wrote a Google Blog post about the process.

Built systems to efficiently build and load AR scene and added features such as PBR materials and lighting.
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Google Assistant

Google Mountain View 2018-2022

I worked as a UX Engineer at Google Assistant, building multiple prototypes for the iOS app and the Car OS systems. I used a number of different platforms to quickly get ideas in front of stake holders to make decisions on the direction of products.
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Sabbatical Gallery


Not for profit art gallery in Melbourne. Showcasing interactive and video game art.

In 2022 I took a sabbatical from working in tech to open an art gallery in Melbourne Australia. We have hosted several events, have regular free co-working days and have built up a small community of creators in Melbourne.

Website

Press for events.
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Platformer game


I built a platfomer game in my spare time trying to emulate the feel of classic games like Super Mario Bros with build in level editing. Built in Swift for Apple platforms as well as the Playdate using Swift Embedded.

You can read a blog post about the development and porting to the Playdate.
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DIY Synthesizer


I build synthesizers in my spare time and mostly post them on Instagram
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Grid drum sequencer


I built a simple step sequencer that runs on Norns for the Monome Grid in Lua that works with the Korg Volca Drum.

You can read a blog post about the development.
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CNN Wall (2018)

Made at Code and Theory in New York

I built a mapping configuration tool for the CNN election "Magic Wall" project using Javascript in an Electron app. The project is currently used by John King on CNN during US elections.

Write up at Code and Theory.
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Doom Synth

Video game Doom controlled by synthesizers

Inspired by the internet meme "Can it run Doom?" I decided to build Doom into my home made modular synthesizer using a Raspberry pi, taking CV input signals and converting them to actions inside the game.

Twitter post
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One Night

Made at Code and Theory in New York

Lead iOS developer on this hotel booking app.
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National Geographic (2016)

Made at Code and Theory in New York

Prototype for National Geographic.

I worked closely with the design team to create this Swift native prototype. I developed a navigation system for complex arrangement of content in 3d that preserves the users mental model of their navigation history.
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NBC Sports (2017)

Made at Code and Theory in New York

Live sport videos scores and deep fan content.

Designed along with UX a monolithic sports app for NBC, dozens of content types with live data.

I personally a built React Native prototype and pitched it to NBC directors.
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Citi Bank Corporate Cards

Made at Code and Theory in New York

Lead a team of 3 to build this corporate card app for Citi Bank.

Designed the app architecture, coding style guide and development processes as well as running rigid code reviews on this project and enforced a system where all code had a defined place and a policy where nobody could tell each other's coding style apart this resulted in weeks where QA couldn't find any bugs and the project ran very smoothly.
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The Scene 2016

Made at Code and Theory for Condé Nast in New York.

Condé Nast video content iOS app
I was the lead developer for the project and managed a small offshore team to bring the product to market. I worked both at Code and Theory and in house at Condé Nast.

The project had already started and when I joined the team I refactored large parts of app to fix memory issues.

I always worked closely with designers to bring their vision to life and with the web team to design similar experiences on web and mobile develop universal links system.

Featured on the app store.
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Fanduel Turbo 2016

Made at Small Planet New York.

Live fantasy basketball game played at basketball stadiums for iOS and Android.

Created with Unity 3D using an in house UI system. I was a developer on the project working with C# and I was also a technical assistant on a team working on a new UI for version 2.
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Triptale apps 2015

A suite of apps created for clients in the tourism industry.

Developed a modular python build system to generate iOS and android projects with different content and features, we can rapidly produce apps to fit each clients needs.

Apps by Triptale

Roles: Programming, System designer

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Mickey's Tour 2014

Made at Isobar Melbourne, now Dentsu Creative

Treasure hunt iOS app.
Developed for the Royal Melbourne Show, users go around the fair looking for images on stalls to scan that will unlock Disney content in the app.

Roles: Programming, UX
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The Difference (mobile site) 2013

Made at The Royals

Mobile version of World Vision micro site

Made with jQuery Mobile framework.
Roles: Programmer.
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Battlestars 2014

Made at The Royals

Real time fantasy football

Online fantasy multiplayer card game played while watching live Australian Football games. Results are based directly on players actions in real time.

Built for iPhone using UIKit.

Roles: Programmer, UX
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DMG Radio apps

Made at DMG Radio 2010-2011

I built and maintained the DMG Radio apps including Nova FM in Objective-C as well as maintaining the C# powered website.
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V/Line apps 2013

Made at Vortilla Digital

A collection of apps for regional trains

I created 5 apps for internal use, commuters and tourists for iOS and Android.

Roles: Programmer iOS & Android
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Easy Runsheet 2015

Start-up project created in Copenhagen.

A project managers tool to organise events.

Roles: Programmer
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Meal of Fortune 2016

Made for Mouth Arcade's Meal of Fortune at Babycastles in New York City.

Created a conveyor belt with Sine Morris that supply's food items for a food based game.
I created the hardware for the conveyor belt with an arduino, motors and distance sensors.

Video of the event.
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Gem Jam

Independent iOS puzzle game

I designed and developed a gem game for iPhone and managed a small team of designers.

Draw lines through gems to clear them and earn points. The more gems you link together, the more points you earn.

Video
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All Day Breakfast 2014-2016


I co-founded a Melbourne based co-working space called "All day breakfast" for game and play creators.

Roles: Founder, Treasurer
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Etch-A-Synth 2014

Created for the event ctrl-coda in Melbourne

Use the knobs to draw lines on the screen, intersecting lines play different notes.

Developed for iPad using an iRig as an interface to an arduino. The arduino handles the knob input and midi output. The iPad app handles the visuals and midi generation, written with UIKit and Core Graphics.

Roles: Programming, Hardware development, Design

Promo video
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Spin Up

"No Screens Allowed" exhibition collaborating with Circuit Circus for Trailer park festival Copenhagen 2015

I created the hardware for the Spin Up piece using an arduino, motors and light sensors.

Festival show reel
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Phosphene Delirium 2013

Effects for short film

I created the el wire effects used in this short film for fashion designer Berri Drum and advised on setting up the effects in the shots.

Watch video!
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Cops and Robbers 4 (2015)

2 player arcade game

Built in the style of original Mario Bros, this retro chasing game pits a robber collecting loot versus a cop trying to catch them.

Built using pico-8, Play on web!
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A* path finding for Pico 8

Simple implementation of the A* path finding algorithm for the Pico 8 fantasy console. Featured in the PICO-8 Fan ZINE #4.
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Nup Nup 2015

10 person local multiplayer chasing game.

Nup Nup is an iPad game that anybody can play, tap your colour to make your 'Nup' character jump, collect power ups to go faster, catch your friends before they catch you.
Roles: Programming, Game design

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On Minimalism

Created for the Ludum Dare 2013.

Created for the ludum dare, in cocos2d with the theme minimalism.
Move the tiny avatar through the maze and avoid being squashed. Features non euclidean level design, and a rhythm mechanic.

Also a part of the Fruit Salad bundle, Source.
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Pony Friends 2 (2009)

Made at Acheron Design, now Fire Monkies

Lead developer on Wii game in a team of 4, I ported the original game from Nintendo DS to the Wii. I worked in C++ with a custom graphics engine.
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Need for Speed: Shift iOS (2009)

Made at Acheron Design, now Fire Monkeys

I was a programmer on this early iOS (iPhone OS back then) game, I worked on gameplay mechanics in C++ and Objective-C.

Shown by Phil Schiller at the September 2009 Apple Event.
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Pressure Play (2007)

Made at Acheron Design, now Fire Monkies

I was a programmer on this PSP game, I worked in C++ and worked on gameplay features as well as a complex score generator to accurately generate the scores of "past" games in the tournament, this system was reused in subsequent cricket games in the series.

Released with Ricky Ponting or Brian Lara branding in different markets.