My Portfolio

The following is a showcase of what I have achieved and created so far in my career.
Click an icon to see the github repo, and check back occasionally to see when I've created something new!
NEW: Street Cross, Hex and Havoc and Dark Depths projects uploaded!

    Game Design


  • Street Cross- A 3D platformer as a small mouse in a big world // UE5 // Blueprint

    A platformer that revolves around the classic trope of getting an animal to the other side of the road, taking game loop inspiration from Frogger. This game was made with a strong focus on Game Feel elements that make the scaling feel immersive, primarily through camera shakes and a more in-depth audio implementation than I had ever done (but with plenty left to learn).


  • Hex and Havoc - Group Project // UE5 // Blueprint

    A First Person Shooter set in a magical world where you play as a student wizard who has to use their limited knowledge of magic to defeat dark forces and save their school. Personally worked on enemy AI, and focused primarily on the Golem enemy and the level design for the final room where he features. This was my first project working with artists directly, incorporating animations and giving an AI a "moveset" such as the Spike trap attack, as well as worked on finding and creating sound effects for the majority of the game too.
    Has been Nominated to be part of Games Republic Student Showcase 2025!


  • Dark Depths- A 2.5D submarine simulation // UE5 // Blueprint

    A 2.5D game that focuses on trying to give the player a sense of exploring the aquatic depths of the ocean using their torch and laser cannon. It was another project that focused on game feel, while trying to create a totally different experience through the use of forced 2D perspective and sound within a 3D environment, as well as my first use of Chaos physics in Unreal to shatter rocks.


  • Jungle Ball- A 3D platformer with climbing // UE5 // Blueprint

    An arcade game I designed and made, inspired by Pac-man but in 3D and a focus on verticality. Featuring climbing mechanics, enemy AI, maze level design and collectable fruit, along with win/loss screens, audio and UI implementation.


  • Serious Game- Environmental Storytelling and measuring reaction time // UE5 // Blueprint

    A game designed not based on fun, but to allow analysis of player's reaction times, and whether the UI and environmental information they are given increased or decreased the time it takes to kill the Red Man.

  • Game Programming


  • Undergraduate Final Year Project- Artificial Life and Genetic Algorithms // Unity // C#

    A scientific aquarium simulation using Boids (Swarming algorithm) that restarts every minute, and creates new "child" fish based on the different coloured groups' survivors to see if they can "reproduce" to create new groups of fish that can survive the shark for longer.


  • Group Project- Personally worked on Particle effects seen on sword and on streetlight // Unreal Engine

    A group project where we were aiming to create a wave based zombie survival FPS game. I helped teammates across different areas but my main task was learning how to create particle effects, for the sword swipe, light sparking, leaves that blow past and bullet trails.


  • Group Project- Personally worked on Mouse Input, Lighting, Rendering // Custom Engine/OpenGL

    Another team project where we had to create a game engine from scratch using OpenGL, and then create a game using it. I helped mainly with getting mouse input, lighting and rendering working as part of the engine, but also helped with some level design and the basic narrative we discussed for the game that never found a place in the final product.

  • Older Work I still like


  • AI- Pathfinding // C++


  • Messaging App - First attempt at Client Server connections // C#


  • PacMan // C++


  • Mario // C++// Requires S2D setup to run


  • 3D // OpenGL // C++


  • 3D // DirectX // C++

About Me

I've always been passionate when it comes to gaming, and I always love following the recent developments and upcoming releases of games and technology, just to see how fast things always seem to be moving, and so I know what I'm aiming for in terms of personal growth. I see myself as someone who wants a challenge, and know I can handle anything if I work hard enough.

My Socials

Currently, I have professional LinkedIn, Twitter and Github accounts where you could get in touch, or just simply see bits and pieces of my interests and what I do.

I do look at LinkedIn far more often so that's the best place to message me directly.

My Skills

A selection of what I believe to be my best qualities and how I see myself.

  • C++/C# Experience

    I have been using C++ and C# for most of my University lessons, and have got a solid understanding, but there's always something new to learn.

  • Tech-Enabled

    I always strive to have at least a basic understanding of newer tech, software, and social media (especially when gaming related) so that I don't fall behind in the constant whirlwind of today's society.

  • Communication

    I believe that one of my best qualities is my ability to convey my point, or explaining/simplifying things to help others understand me better.

  • Listening

    I often have people that come to me with problems both personal and work-related, and pride myself on my ability to hear out others and helping where I can. But I am also not afraid to listen to the advice of others and ask for help when needed.

  • Regular Gamer

    While not seen as a professional skill in other industries, I believe it is vital for me in the Games Industry to be well experienced in a variety of games, so that I know what sets great games ahead of the field and build upon their best ideas.

  • No Surrender

    I am never happy to just give up on a task, and always try and see it through to the end to the best of my ability, and am prepared to learn when I haven't tackled a problem before.