Selected Work

Portfolio

Games and technical showcases across programming, game & level design, 3D art and pixel art. Open any card to flick through images and see what I did on it.

Games

Shipped and in-progress games.

Guns On Ice

A solo project built for my Object-Oriented Programming module to demonstrate recoil-based physics and sliding movement mechanics in Unity — fleshed out into a full arcade game where you skate around dodging a snowplough and yetis using your own gun recoil.

Day in the Life of a Carrot Farmer

My first ever joint team project at university, built with Kasper Crittenden-Wedge and LouisJDC. I handled player movement and camera, the player interaction system, and the power-up system, while Kasper focused on animation and enemy AI.

The Castle 2D

My first ever game, made back in college. Explore branching corridors, fight enemies with your sword, and find hidden chests with small power-ups (extra damage or extra speed) on your way to a series of mini-bosses and a final boss. No dialogue — just environmental storytelling.

CapSize

A physical board game built with a team of four for a game jam — one of the projects I'm proudest of. Players wager chips in a fast-paced, risk-reward game with chance-based dice rolls and event cards, balancing luck against how much risk you're willing to take. Games run 30–45 minutes. Plans to fully develop it and possibly publish.

Physical prototype

Can Generated Points of Interest Intuitively Communicate Resource Affordances to Players?

A Unity survival game where players sail a boat between procedurally generated islands, each hiding one of three resources. My research tested whether an island's generated appearance — shape, colour, terrain and props — could intuitively signal what resource it held without explicit markers: darker, jagged islands with rocks and oil tanks signal fuel; flatter, circular islands with palm trees signal food. Tested against a control group using consistent colour-coding across a 32-participant study.

Technical Showcases

Standalone demos exploring one technique.

Black Hole Shader

A real-time black hole shader built in Unreal Engine using Blueprint scripting and mathematics to simulate gravitational lensing and light distortion.

Hole in the Wall

A Unity flocking-AI simulation: a 3D wall advances toward a field of 2D boid agents, who must react and steer themselves into position to pass through a hole in the wall before it reaches them — any that don't make it in time are removed as the wall passes through.

About

A bit about me

I am a UK-based Game Developer specializing in Unity, Unreal Engine and C# scripting. I recently graduated from the University of Greenwich and wrapped up a 14-week studio project as Lead Programmer on Whoever Left the Light On, successfully shipping a game to Steam with a 13-person team. I really enjoy the whole process of making games, from early-stage physical prototyping like my hexagon-grid board game CapSize to analyzing user-testing telemetry and optimizing final digital builds. Outside of development, I'm a sous chef with several years of experience leading and working within a fast-paced kitchen. I'm also a PC-building enthusiast, a Chelsea fan, and an avid Elden Ring player.

Education

  • BSc (Hons) Games Design and Development (Programming) 2:1 University of Greenwich 2026
  • BTEC Extended Diploma in Games Design D*/D*/D North Kent College, Dartford
  • BTEC Creative Media Distinction Longfield Academy 2021

Contact

Hire me

The quickest way to reach me is email or grab my CV below — or drop me a message on LinkedIn.