Intro

I am a BSc (Hons) Game Development graduate from Staffordshire University, with a strong foundation in software development and a passion for creating interactive experiences. Over the years, I’ve built a diverse set of skills through developing both 2D and 3D games from the ground up, designing visual effects, and working on Mixed Reality projects. You can explore some of my personal and academic work on the Projects page.

What sets me apart is my commitment to continuous learning, adaptability, and a genuine passion for problem-solving. I take pride in staying up to date with the latest technologies and tools, allowing me to quickly adapt to new workflows and contribute effectively to any development team. My ability to learn fast and stay motivated enables me to meet challenges head-on and grow with the evolving tech.

I am currently seeking a full-time role where I can apply my skills and experiences in a meaningful way. My goal is to be part of a collaborative and agile environment where I can contribute, learn, and make an impact. You can read more about my background and the steps I’ve taken to pursue a career in the software and games industry on the Journey page.

Projects

▶ The City Below // Unreal Engine

I worked on this project as a Senior Gameplay Programmer, collaborating with the technical team to develop scalable gameplay systems and features.

  • AI Systems: Designed and implemented enemy behaviors using EQS, enabling dynamic decisions such as dodging, attacking, throwing grenades, strafing, and detecting the player to create dynamic combat scenarios.
  • Grenade System: Developed a modular grenade system used by both players and AI, supporting visual effects, radial damage, and object pooling for performance.
  • VFX & Materials: Created custom visual effects and shaders, made textures in Photoshop, and implemented them into Unreal Engine to improve gameplay feedback, they can be seen here.
  • Game Settings: Built flexible settings for graphics, controls, display, and volume, with designer-friendly workflows for adding new options.
  • Gameplay Systems: Developed gameplay mechanics such as grenade usage caps, frag effects with UI integration, and exposed editable VFX systems for designers to tweak without coding changes.

The game can be viewed and downloaded here.

▶ When Pigs Fly // Unreal Engine

I worked with the technical team as a Junior Programmer, contributing primarily to UI development. I created functional Main Menu and Game Over screens, including button navigation for usability. I also:

  • Developed Game Settings including adjustable sensitivity, display resolution, and volume for multiple audio categories.
  • Implemented a Save Game system to retain player preferences across sessions.

The game can be viewed and downloaded here.

▶ AI Steering Behaviours Demo // Unity & C#

This project demonstrates a series of AI steering behaviours built using C# in Unity. The purpose was to explore fundamental autonomous movement techniques used in games and simulations.

  • Seek & Flee: Agents move directly toward or away from a target.
  • Wander: A randomized steering pattern for natural, lifelike motion.
  • Pursuit & Evade: Prediction-based movement for chasing or avoiding targets.
  • Arrive: Smooth deceleration near a destination.

The video demonstrates each behaviour individually, making it easier to compare their logic and results.

▶ Pathfinding Algorithms Visualised // Unity & C#

This interactive Unity project showcases three widely used pathfinding algorithms, Breadth-First Search (BFS), Dijkstra’s, and A* applied to a grid-based navigation system. Built entirely in C#, the system allows users to visualize the logic of each search in real-time as it scans, and selects the optimal path.

  • BFS: Basic uninformed search exploring all possible nodes level by level.
  • Dijkstra’s: Weighted path search using cumulative cost across the grid.
  • A*: Heuristic-based pathfinding for optimal efficiency and accuracy.

The project includes live visual feedback such as path highlights

▶ Scoreboard Tracker App // React

A real-time score management application built with React, showcasing clean component architecture.

  • Component-Driven Structure: Modular layout with Header, Controls, PlayerList, and Scoreboard components.
  • State Management: Uses `useState` to manage player data and update scores across components.
  • Add/Remove Players: Fully interactive player control with score increment/decrement functionality.
  • Total Score Calculation: Automatically updates and displays combined score in the scoreboard component.
  • CSS Styling: Clean UI with responsive layout and user-friendly interactions.

This project highlights real-time interactivity, clean prop-passing between components, and a good grasp of managing shared state in React.

▶ Weather Forecast App // React + OpenWeather API

A modern weather app built using React and Axios, designed to provide real-time and 5-day forecast data by integrating with the OpenWeatherMap API. The app features dynamic location search, responsive layout, and visually rich forecast data.

  • Live Search Suggestions: Uses OpenWeather’s geo API to suggest cities as the user types.
  • Current Weather View: Shows city name, temperature, icon, and weather description.
  • Forecast Viewer: Horizontally scrollable 5-day forecast section showing daily icons and temperatures.
  • React Hooks: Utilizes `useState` for controlled input and API response data.
  • Axios Integration: Cleanly handles chained API calls for geo and forecast data.

This project demonstrates asynchronous data handling, responsive UI styling, and real-world API usage within a React application.

▶ Mario // C++

Mario // C++

This is a 2D game made in Visual Studio using SDL written entirely in C++, focusing on fundamentals of object-oriented programming, rendering, and input handling.

▶ Blender Projects

Blender Models

I created these models to practice Blender techniques such as bevelling, basic mesh editing, sculpting, UV mapping, lighting setups, rendering, and simple animations. I used decals, material shaders, and texture painting to develop more realistic surface details.

Journey

Early Curiosity

Secondary School – Creative Media & CIDA Certificate

I first found interest in software and design during secondary school through a mix of creative and tech subjects. Earning a Tech Award in Creative Media and a CIDA certificate gave me my first taste of combining functionality with creativity, a spark that’s stayed with me since.

Sixth Form & Game Development

Distinction/Merit – First use of Unreal Engine

At sixth form, I studied Game Development and learned key fundamentals of both art and programming. I worked with Unreal Engine 4 using C++ and block-based logic, which introduced me to engine-based development and gameplay programming.

Web Development Experience

HighZone Care Recruitment Agency

Before and during university, I worked as a Web Developer managing the main company website. I was responsible for creating functionality and layouts, learning how to deliver usable frontend experiences using HTML, CSS, and JavaScript.

BSc (Hons) Game Development

Staffordshire University

University gave me a deep foundation in programming, gameplay systems, software engineering, and AI techniques. I developed 2D and 3D games, explored Unreal and Unity in depth, and built tools, UI, and systems that shaped my confidence as a developer.

Personal Growth & Online Learning

During Final Year

Alongside my coursework, I challenged myself with external virtual experiences and certifications:

  • Used React Backpack to explore frontend workflows at Skyscanner.
  • Designed C++ systems and a game concept during EA’s online experience.
  • Built scalable apps using AWS Elastic Beanstalk in AWS Early Careers Program.
  • Completed an 8-week Microsoft Power Platform course (Power Apps, Power Automate).

Junior Frontend Developer

Horizonwork Partners Limited

While finishing university, I worked on a 6-month contract as a Junior Frontend Developer. I delivered clean, maintainable React-based UIs in a collaborative agile team, using tools like GitHub, Jira, and Visual Studio to ship high-quality code.

Today & Beyond

Where I’m Headed

I’m now actively seeking a full-time role or going into my masters where I can combine my passion for gameplay systems, AI, and user-focused development whether in games, software, or interactive tools. I’m excited by the idea of contributing meaningfully while continuing to grow technically and creatively.

You can explore the results of my journey on the Projects page.

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