Alexander Pech

  • Software Developer
  • Ruby on Rails
  • Side projects in Game Development

About me

I solve problems by designing software and writing code.

Most of the code I write at the moment is Ruby on Rails (with some Node JS and Ember JS mixed in), as part of the wonderful team at HotDoc.

I used to be pretty good at C++ and sometimes I still use it, amongst other things, in some of my side projects.

A brief history

  1. 2019 – Present

    Joined HotDoc and the Health-Tech Industry

    Became a Ruby on Rails developer, helped support Australia in the fight against COVID-19 by enabling the healthcare industry to provide the best possible healthcare experience for all Australians.

  2. 2016 – 2019

    Critical Communications at C4i

    As a Test Engineer, and then Software Engineer, worked on safety-critical communications software for military applications.

  3. Summer 2014 – 2015

    Interning with Cochlear, where I first learnt jQuery and Node.

    Hear now. And always.

  4. 2012 – 2015

    Bachelor of Engineering (Electrical and Computer Systems)

  5. 2008 – 2010

    Bachelor of Arts (Games Graphics Design)

Side projects


    Submission to Cyberpunk Jam 2019, built with Unity

  • Troll

    Submission to Halloween Jam 2016, built with Unity

  • Procedural Tree Generation

    Submission to PROCJAM 2019, built with Unity

  • Hexlife

    Variation on John Conway's Game of Life, built with Phaser

  • All In A Day's Work

    Game Character Design, built with Maya for Unreal Engine (UDK)

    • November 2010
  • Storm at the Sea Shanty

    3D Rendering, built with Maya

    • June 2009


  • Building a Retro Dialogue plugin for Godot, Part 1


    Introduction Today we’re going to build a simple dialogue system in the Godot engine. This tutorial is broken up into several parts, each including completed source code on GitHub, plus a HTML build of the project at the end of each part that you can play right in your browser.

  • Building a Retro Dialogue plugin for Godot, Part 2


    Part 1 Recap In Part 1, we looked at: Project setup for a low-res ‘SNES-style’ game UI layout for our dialogue system Scripting a basic, branching conversation Introduction In Part 2, we’re going to get a lot deeper into scripting. We’ll be making the conversation more dynamic, adding the ability to swap characters and insert variables into the text. We’re also going to add some animation and enhanced visuals to our text by printing out characters and using BBCode.

  • Building a Retro Dialogue plugin for Godot, Part 3


    Part 1/2 Recap In Part 1, we set up our project and scripted a basic conversation with branching options. In Part 2, we added character swapping, text formatting using BBCode, and handling variables within the conversation. Introduction This part is going to focus on extending our script with a couple of extra enhancements: triggering arbitrary events during the conversation, and also handling longer sections of dialogue by scrolling the text. Afterwards, we’re also going to look at how to integrate our conversation node into a larger game scene.


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