Unity Developer

Unity gameplay and systems programmer with 2 years of commercial experience across 7 shipped titles and 11 ported projects.
I've taken sole programming ownership on multiple projects designing architecture, implementing gameplay systems, and carrying releases through console certification on Nintendo Switch, Xbox, and PlayStation. My focus is on clean, maintainable code and performance that holds up on constrained hardware.
Casual time-management game where players run a food truck serving fantasy creatures.
Survivor-style action game set in the Barbarous: Tavern of Emyr universe.
Web-based character creator allowing players to customize and export characters for use in a companion app.
AR companion app for an educational board game.
Survivor-style action game featuring a multi-hour campaign across diverse locations.
Arcade-style brick breaker prototype featuring automated abilities and party-based mechanics.
Family-friendly survivor-style game with character progression.
Mobile tower defense game where players reclaim territories across the USA and Europe.
Fast-paced platformer where players control a gnome with unique abilities across challenging levels.
Casual puzzle game where players solve challenges by creatively interacting with the environment.
Casual merge game where players combine items to progress through increasingly complex levels.
Project Omega, a long-term passion project that I have been actively contributing to for over two years as part of a six-person development team. The project focuses on creating a combat-driven space game featuring a unique and dynamic destruction system designed to enhance gameplay immersion and tactical depth.

Designed and implemented a fully-featured behaviour tree AI system, supported by custom-built tools. The system includes a visual graph editor that enables designers to create, modify, and debug complex AI behaviours without requiring direct code changes, significantly improving iteration speed and flexibility.

Developed a comprehensive level editor with extensive custom tooling support. The editor allows designers to paint map elements using a brush-based system with configurable parameters such as size and rotation randomization. It also supports the placement and configuration of AI encounters, including threat levels, patrol paths, and designated patrol areas, enabling efficient creation of varied and engaging gameplay scenarios.

Implemented advanced steering behaviours for AI navigation, including dynamic obstacle avoidance. These systems allow AI entities to react intelligently to changing environments in real time, improving movement realism and overall gameplay responsiveness.
B.Sc. in Computer Games Development
July 2024