Projects
Unreal Engine
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Wraith Ops developed by Grassrootz Studio.
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Published by Team17.
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Currently in active development with release this year.
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Developed with Unreal Engine 5 and C++.
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Old school arcade shooter combat.
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Fast paced multiplayer action, with a focus on objectives and teamwork.
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Four game modes, 38 weapons, 6 maps, 3 classes, and 6 different abilities for players.
My responsibilities;
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Designing and implementing gameplay mechanics, ensuring that decisions are based off data collected by feedback.
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Iterating on player feedback, developing changes to designed mechanics based on physical data.
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Diagnosing and taking on bugs, and then implementing fixes within short timeframes to ensure the game remains at the highest standard.
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Taking on a whole new project as a contract programmer, learning a completely new codebase and quickly integrating myself within the team.
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Giving support and feedback to the team, reviewing code implementation and pair-programming to ensure a efficient, effective, and robust solution to create a healthy game.
During my time at Flix Interactive as a Junior Engineer, I worked on their unannounced AAA game project.
My responsibilities on this project included;
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Helping develop an exciting new project using Unreal Engine 4 and eventually Unreal Engine 5.
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Using debugging tools provided by Visual Studio and Unreal to identify causes of bugs.
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Bug Fixing by problem solving and ensuring that the solution meets the expectations of the design team.
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Exploring and planning creative solutions for new game features by using documentation alongside researching how similar features were implemented.
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Creating Tech Design Documents and implementing new features in a yet unannounced professional AAA game studio project.
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Exploring and communicating creative ideas for solutions to any problems that the team faced on the project, giving feedback and ensuring the design needs were met.
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Having my work peer reviewed and checked, taking on board any feedback to ensure my work was to the highest standard.
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Reviewing my peers code, and doing buddy checks on their work to ensure their work was held to the highest standard.
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Documenting my implemented work, so that designers could use the tools created without confusing and that other programmers could be familiar with the implementation if needed.
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Doing system/feature review documentation. Highlighting what is done well and suggesting what could be improved on, and then communicating this.
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Playtesting and giving feedback, and trying to highlight any bugs and concerns that I had about the project to ensure it was being the best it could be.
Unity Engine
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Tiny VN (Working Title) developed alongside @ErikssonTula.
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Developed with Unity and C#.
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Take on the role of a messenger as they deliver letters to towns and far off places.
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A visual novel with branching dialog.
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This is a demo that introduces players to the world and a couple of characters that live in it.

SSAGO Codebreakers
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A personal project developed for Kernow SSAGO.
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Developed with Unity and C#.
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A fun variation of the board game 'Codenames'.
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This was a challenge to myself develop a fun personal version of the game for the society.
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Character Art provided by @Naomi_of_the_F.

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Developed with Unity and C#.
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Developed in the first term of University.
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Students were split up into teams and given "Creativity Cards".
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Players navigate an endless platformer whilst avoiding Zombies.
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Set as a TV Game show.






