
Intergalactic Intern
During Year 3 of University, Our group of 4 programmers and 5 artists banded together to create a chaotic VR 'strategy' experience.
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I contributed the tutorial level, voice acting and audio editing for the game, and bug fixing / mitigation wherever necessary throughout the whole project as well as communication between the artists and programmers..
Unreal Engine 5 (2023)

Stealth
Banana
Unreal Engine 5 (2022)
During Q4 2022, I wanted to experiment with elements from Unreal Engine 5 that I hadn't before, focusing on greyboxing and level design, and how I could use another creator's models to fit my vision; AI spawning and controlling, and interactive physics.
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This eventualised as a 3D Stealth detection game demo level, with the aim to retrieve a stolen banana from the evil bad guys and ship it away without being detected.
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Final 3D Models from Itch.io

Superspeed Breakout
Unreal Engine 4 (2021)
In my second year of university, I was placed in a team of 10 people to create a project from the brief "Inconvenient Superpowers". We had from 4.4.2021 - 7.4.2021 to work to this brief, and this is what we created before pitch presenation. The initial concept was that you could run at 'super speed', but had to become 'super slow' instead.
I managed this project, designing initial concept and directing development of it, addressed bugs to the team and also fixed a large majority, working with the systems such as speed or score collecting, the UX and communicating these systems to the players, and placement of our art assets for environmental design.

Endless Runner
One of my first projects using Unreal Engine. I originally created this in 2016 following a tutorial, and it took me about a week to complete. In 2020 I went back to it without any tutorial and recreated the project within 2 hours (before art). It involves procedural generation of a map utilizing blueprints and a 3d Tile set of sorts, with a score system based on time and item pickups.
Unreal Engine 4 (2016, 2020)

Revenge of the Space Cows
This was my first real passion project in Unreal Engine in 2016. A third-person shooter mixed with tower defence elements, you played as a farmer, who recently came into contact with a potato from space. However, this potato is invaluable to an alien race of cows, who will stop at nothing to reclaim their treasure. To combat them, you need to use different inventions from your carrot gun, to sweetcorn shooters that you can place around the map.
Unreal Engine 4 (2016-2017)

Undori Capture
A small 2D game created in Gamemaker, with the objective of capturing small fish in a submarine without letting any pass you. If three manage to escape, it's Game Over!
Gamemaker (2015)

Escape from Undori Castle
EUC is played from the point of view of the captured fish from the first game. It is a static maze-type game, in which you have to traverse the world in search of keys to open doors to make your escape. There are three separate levels, and the camera iszoomed in incredibly close in order to create an extra layer of difficulty.
Gamemaker (2015)
Various Other Projects
2015-2021
Auto Chess Systems
Unreal Engine 4
I was playing a lot of World of Warcraft and Teamfight tactics, so I wondered what it would be like to create a WoW Auto chess game. I ripped models from WoW and worked on a small prototype in my spare time. Lots of ideas were written up but the project was scrapped due to the process of exporting warcraft models. I'd like to pick it back up again in future though, perhaps in a different context.
Survival Game Systems
Unreal Engine 4
Over 2016 summer while I was no longer in college, I took it upon myself to create a third person survival game, which had an inventory, a health system and a hunger system (akin to Rust/Minecraft). I wanted to further create destruction / building of scenery within the game world, but the project was unfortunately corrupted. I'd like to start this up again though.
Third Person RPG Mini Game
Unreal Engine 4 (VIDEO)
Back in 2018, I created a small RPG level with a player that has three spells, a working experience/level system, health and mana, and item pickups to change these values. There was also a simply static enemy that the player could affect using their spells, all communicated to the player via an in-game HUD.
Camera Locking
Unreal Engine 4 (VIDEO)
I started playing bloodborne, and I really enjoyed how fluid the camera was when locking on to enemies, so I took to ue4 and created the feature using some basic ai that just ran around a navmesh.
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3D Graphics Rendering Engines
C++
I created this as a project for university in my second year, it was a way to load models and render them in full 3D space without the use of a graphics API.
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I later had a second project for the Graphics module, in which I was required to create a client which rendered the models into a SceneGraph, and allowed for the user to directly control themselves around a virtual space. Made utilising Direct3D.
Online Game Community Website
PHP / JS / CSS / HTML / SQL / Blizzard API
In 2020-2021, I created an online World of Warcraft guild, and managed it with a couple of friends for a year. During this time I created a website for the guild and it called the Blizzard API to pull all of our data through. This project taught me a lot about website optimization.
Web-Based Lighting Solutions Web App
.NET, C#, HTML/CSS/JS, SQL
This was developed as part of a team while I worked at Tickett Enterprises LTD in 2017. It was a web-based project and one of the first in which I needed to fully work with a team and manage handing code between us.
Custom Reporting Web / Android / Clover App
Clover API, Java, .NET, C#, HTML/CSS/JS, SQL
Developed for both a web application, and an android/clover application, this allowed businesses to create reports and receipts quickly, and stocktake at the click of a button, with some additional features.
Client/Server Networking System
Python
Created a small application that allowed client/server communication using sockets in python as a project for university. Learnt about HTTP requests and built a foundation for growth.
Playstation Trophy Service Website
https://playstationtrophyservice.co.uk/
I've been managing a website from August 2021 - January 2022, keeping up to date with new stock, updating sales accordingly, and applying updates to match my client's needs.