This page covers my game-dev work (mostly pre-professional / earlier career). My current professional focus is .NET backend engineering. You can switch any time via the nav or here: .NET page.
I started in game development (Unity/C#), building gameplay systems and developer tools, and shipping VR/mobile projects. Since university, my professional work has been primarily .NET backend—but I keep game dev as a side interest and maintain this page as a record of shipped work and personal projects.
Social Unity VR planetarium for learning about the solar system with friends. Key contributions:
Endless runner mobile game built with a focus on smooth gameplay and a small build size. I used a single-scene approach, procedural generation, object pooling, and a custom shader to adjust sprite colours dynamically.
Built in spare time; artwork created by my teammate (Iby), who joined late in development and replaced placeholder art.
Unity package to serialize/deserialize GameObjects from JSON to support content updates without shipping new builds. Intended for dynamic content management and faster iteration.
Currently private/in development; happy to discuss approach and trade-offs in interviews.
Multiplayer co-op top-down shooter focused on gun customisation. Cyberpunk setting and “hyper-consumerism” theme. Winner of “Best Group Project” at ComX.
My role: Project Lead and Gameplay Engineer.
Contact me if you’d like more details.
VR game where players shout enemy names to destroy them (voice recognition mechanic). Built for an Experimental Games course and showcased at ComX. Team of 8; I focused on procedural systems and gameplay.