
Quest Game
The game:
– Utopian gone wrong
– Immersion first-person experience
– Personal project - Independent
– Sep 2024 - Present
– Blueprints
– Designed for HDR
– "Always in-world" design
– Innovating on game feel​​​
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The game's style is heavily inspired by "Graphic realism", where materials are realistically lit while still keeping the stylised feel, focusing on shape and colour
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I programmed all of the systems for this project. This includes: the player; realistic vehicle handling, rivaling chaos vehicles; A* pathfinding system; world persistence; character animation blueprints; weapons and more!
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I art directed this myself, really emphasising the use of bright visuals with a white and coloured accents palette. The game uses simple shapes to lessen the amount of time needed to create assets. The game also makes great use of tri-planar, object aligned texture mapping, meaning I don't have to UV anything (at the cost of GPU performance). HDR was a massive part of this project. I'm a big believer in what HDR (and OLED) bring to the experience, being the one thing I belive a lot of people are missing out on the most
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Quest game is designed to dissolve the barrier between the game's world and the player. This is done by having as little HUD as possible, using the third-person character for the first-person character, detatch the player's weapon from the camera's view, avoid using post-effects that simulate cameras, realistic physics simulations, realistic movement speeds, precise vehicle handling and realistic lighting values
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The vehicles and character are from asset packs, although heavily edited
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Bike game
The game:
– Trials meets Journey
– Personal project - Independent, 7 months
– Dec 2023 - Jun 2024
– Unreal Engine 5
– Blueprints
– Designed for HDR
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Bike game is a love letter to both Trials and Journey, mixing custom bike physics with stunning environments to ride through​
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Art asset packs were used to create this game
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Lethal Deal
The game:
– Doom meets Slay the Spire (Gameplay)
– Blade Runner meets Mirror's Edge (Art)
– Team Project - 6 People, 6 months
– Jan 2022 - Jun 2022
– Unreal Engine 4
Lethal Deal is an arena shooter with deck building. Each time you run out of ammo, you draw five cards that you can use to form the stats for your next magazine of bullets. Lethal Deal was developed for a University of Huddersfield module, “Team Project” (3), which I received an A (89%) for which involved three programmers and five artists over six months
My roles:
– Art direction, environment art, game presentation
– Technical art, art workflow, lighting, light baking, game performance, level streaming, rendering, LODs
– Technical design, level programming, prototyping (Blueprints)
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Industry awards:
– Finalist "Game of the Year - Console & PC" - The Rookies 2022
– "Excellence Award" - The Rookies 2022
– 1st place "Best Audio" from Distinctive Games - Game Republic 2022
– 2nd place "Best Team" from Rockstar Leeds - Game Republic 2022
– 2nd place "Best Art and Animation" from Rebellion North - Game Republic 2022
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Dice Lanes
The game:
– Single-player survival
– Game Jam - 7 people, 2 days
– Jul 2022
– Unreal Engine 5
Dice Lanes is a single-player tower defence game where dice dictate which lanes the tower shoots in. You use dice to power and control lanes that the turrets shoot in! You must try to survive as long as possible as waves of enemies slowly move toward you in three lanes
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My roles:
– Technical art, art management, art workflow, maintaining art consistency, lighting, light baking, game performance, level streaming, rendering.
– Art direction, environment art, game presentation
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Social Deduction Template
The game:
– Online Multiplayer Template
– University project - Independent, 4 months
– Sep 2021 - Dec 2021
– Unreal Engine 4
– Blueprints
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My Social Deduction game template was made for a University of Huddersfield module, “Prototyping 3”, for which I received an A (89%)
This system allowed the user to create a wide range of games such as “Among Us”, “Trouble in Terrorist Town”, and “Project Winter” with ease. The template is super easy to use as it uses drag and drop elements such as a door that can be placed which just works, and easily editable variables to change things from individual role’s health to round times. The template has had many rounds of user testing
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Significant Features:
Multiplayer connectivity, level creation tools (doors, respawning dynamic objects, security camera, kill zone, role tester), easy to modify, example level, custom roles, killing, rounds, win state(s), player identification, spectating, text chat, changing skins, body investigation, round timer, match settings, tasks, more
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City 0
The game:
– Chess meets Overwatch
– Online PvP Game
– University project - Independent, 1 year
– Jul 2020 - Jul 2021
– Unreal Engine 4
– Blueprints
City 0 is an online multiplayer, player vs player, turn-based game set in a science-fiction world
This was a solo project, which meant I was responsible for everything, from programming game mechanics to creating environment art. This project was created during my “Enterprise Placement Year” (EPY), my placement year, where I was helped to make my own games company to make a game!
I learned so much during this time, such as the complexity and intensity of working on a large-scale solo project. Following this, it has increased my desire to gain experience working with a larger team to create more detailed and in-depth projects and systems, as I can see the true value of working in a team
Significant features:
Multiplayer connectivity, custom “A*” pathfinding, easily creatable character abilities, peer-to-peer, Linux dedicated servers, turns, action points, character selection, win states, graphics settings, and more!
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BoxCo: Next Day Delivery
The game:
– Online CO-OP Game
– Game Jam - 2 people, 2 days
– Nov 2020
– Unreal Engine 4
– Blueprints
BoxCo is an online CO-OP tower-defence game made within two days, where I worked closely with gameplay designer Niall Crabtree. Niall created all of the 3D environment assets for the game and designed the gameplay. This project is an excellent example of how I can rapidly create an online multiplayer game while working with a designer in a brief period
My roles:
– Technical design, multiplayer programming, conversing with designer
– Technical art, lighting, light baking
– Art direction
Significant features:
Multiplayer connectivity, peer-to-peer, scrap spawners, turrets, enemies
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Neon City
The game:
– Online PvP arena shooter
– Personal project - Independent, ~18 months
– 2017 - 2018
– Unreal Engine 4
– Blueprints
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Neon City is an online multiplayer, player vs player arena shooter set in a large science-fiction city. During college, I started this personal project as I felt I wasn’t being challenged enough. I wanted to start big, so I learnt how to make multiplayer games which led to where I am now, specialising in online multiplayer games and was my first significant project!
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Significant features:
Multiplayer connectivity, peer-to-peer, two playable levels, gun system with customisable values, weapon spawners, game modes (free for all, team deathmatch), graphics settings and more!
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Cuckoo
The game:
– Local PvP Race Game
– Game Jam - 7 people, 5 days
– Mar 2020
– Unreal Engine 4
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Cuckoo is a local competitive race game developed for part of a University of Huddersfield module, “Team Project” (2), which involves two programmers and five artists over five days
My roles:
– Technical art, art management, level tools creation (spline-based pathways, bobbing floating lanterns, interlocking cog system)
To play with friends, you will need one keyboard and three controllers OR to play by yourself, press "Shift + Enter" to start the game