About me
For the past 5 years, I have been making games full-time, from narrative TTRPGs using systems like Dungeons and Dragons, and my own home-brew RPG system, to small 5 to 10-minute-long short games. In that time, I have moved to London, met some incredible people, volunteered & attended at games events such as Develop in Brighton, PocketGamer, and Nordic Games 24'.
In these 5 years of full-time development, I have discovered a passion for gameplay programming and immersion. It does not matter what you are playing: first-person shooters, narrative-driven, puzzles, platformers, tabletop, whatever the genre. The player's experience should be the focus, creating an immersive world that gets players latched into our games. That is what I want to create.
That feeling of putting a great game down, but it being on your mind constantly, when you're at work, eating, going to bed, and you dream about it. It's an incredible feeling and it's what has captivated me about video games.
Anyway, those are my thoughts. Go check out some of my work!
My skills
C# in Unity.
C++ in Unreal Engine
Blueprints in Unreal Engine
C++ using the libaries and frameworks from OpenFrameWorks, JUCE and openGL.
Creative Minded with a passion for immersive & narrative driven games.
Team oriented.
Games Master for Dungeons and Dragons and my own RPG system for 6 years.
Other Skills
3D modelling with a background in Maya.
Concept Art with a background in Photoshop.
GAMES I HAVE WORKED ON
Project wraith
Currently at Grassrootz, on Project Wraith as a Gameplay & Network Programmer.
wardogs
Worked on WARDOGS as a Junior Gameplay Programmer at PLAYWORKS.
Projects
Last Summer overview | C++, Blueprints, Unreal Engine, Narrative
To see a full-break down of systems, including flowcharts, design documentation and code examples. Click here.
I'm currently leading the development of a Narrative Game Project titled Last Summer, handling gameplay programming, technical art, UI design, and narrative writing.
The Key-systems in this project feature ;
Custom Dialogue Handler that parses TXT files. Showcase
Automatic Serialization Sub-system that has allowed for quick development of saveable mechanics and data. Showcase
Custom Movement implementation focused on Climbing and utilizing Control Rig to handle limb placement. Showcase
Global Foliage & Weather System that persists across levels. Showcase
Easy Puzzle Creation Sub-system, that allows for any Actor to be turned into a part of a puzzle that needs to be interacted with or stepped on. Showcase
This is the longest project I have worked on, with the most phases of Playtesting, iteration and it has been the toughest challenge yet. Dialing in the player experience, getting feedback and changing core-systems early on to ensure the game feels good has been a vital learning point and takeaway from this project.
Currently the Git project is not available but I have a play-list of mechanics and features that you can find here. Here's the Playlist
C++ Terrain Project | C++, OpenFrameWorks, Tool
This project was a valuable learning experience for me. It involved implementing noise algorithms to generate realistic terrain, creating heightmap data, and applying it to a 3D mesh in real-time.
AfterLife | C#, Unity, 3D First Person, Narrative
This project was the culmination of my second year at Goldsmiths, where I collaborated with two other team members. We had no brief, just to create an interactive game. In our group, I took on the responsibility of handling all the visual aspects, including UI, UX, 3D modeling, and game interaction. Specifically, my role was focused on user experience and art direction.
Throughout the development process, we encountered various challenges, such as significant narrative changes and adjustments to the game experience. However, the core concept of the game remained intact. Despite these hurdles, we successfully created an impressive short narrative game that we are all immensely proud of.
For the final grade, our project received a score of 68%. In terms of programming, I primarily focused on developing the game interaction systems and an additional animation system within Unity. This system allowed us to input game objects and positions in the inspector, enabling animations to be executed at runtime. Since not all members of our group were familiar with Unity's animation system, we collectively agreed that implementing custom tools would streamline development in the future.
The development journey of our project, Afterlife, had its fair share of ups and downs. However, in the end, all our efforts came together and we created a great short game.
That Time I left Home | C#, Unity, 2D Topdown, Narrative
This project was developed for the Adventure Jam 2022, where the game ranked in the top 50 out of 91 submissions. Me and an Artist worked together to create an immersive narrative, point and click experience.
This game allowed me to explore the use of serialization and how it can be used to create interactive text by using JSON files. I created the system to be easy to use so anyone with a basic understanding of the Unity UI could implement new text and events within the game.
Overal the game was finished within 7 days of development, and we was very happy with the final result as it was the first Game Jam we had participated in.
Artist : @BryneTheBooks
Lost In The Dark | C#, Unity, 2D Side Scroller, Puzzle
For my first-year final games project at Goldsmiths, I developed a puzzle game where you must switch between controllers to solve various puzzles. These puzzles included timing challenges, object interaction, and push-and-pull mechanics. While experimenting with Unity's URP 2D lighting, I pushed the boundaries without considering WebGL's performance limits. Despite this, the project served as a valuable learning experience in exploring new visual styles and experimental features of game engines.
Brise : A City on it's knees | A Table Top RPG
I am developing the rulebook and worldbuilding for my tabletop RPG Brise. The main idea of the game is that you are a group within the company called "The Agency", the figures within this company stand to protect the city from the many threats it faces.
This is a showcase of my experience through a different medium. Developing this core-book has tested my ability as a designer and my understanding of player experience. Through the development of this book, I have conducted playtesting with constant iteration on the design choices made to the rules of the game.
Check out the core book!