Professional Projects
Besieged - a Historical Battle Board Game
Overview This is a board game that I developed in my first year of university with 2 friends, we developed it initially as an exercise in designing basic games.
The game is designed for 2 people, each one having access to a castle and a mine. Each turn ends when either a player voluntary ends their turn, or they have no available moves left.
Win Condition The main win condition is to capture the opponents keep.
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Unannounced
This project is yet to be announced, but since it is my own project I’m more than happy and able to share about my involvement.
Role: Lead Developer In this personal project, I’ve taken on multiple roles, including programmer, designer, modeller, and project manager. Over the past year, I have been dedicated to creating a social deduction game set in Victorian London, inspired by titles like Among Us. As the sole developer, I’ve been responsible for building every aspect of the game, with a strong focus on technical implementation.
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AUDL
Role: Gameplay Developer at Ultix Technology In my role at Ultix Technology, I have been instrumental in the development of key gameplay systems, focusing on both single-player and multiplayer functionality. By balancing technical precision and creativity, I ensure seamless user experiences across different game modes. My expertise extends beyond development, enabling me to lead and mentor team members on best practices and innovative approaches in Unreal Engine.
Unreal Engine (C++ and Blueprints) I utilize both C++ and Unreal Engine Blueprints, allowing me to optimize the workflow and accelerate design iteration.
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GoldenTides
Role: Unreal Engineer In my role as an Unreal Engineer for Golden Tides, I was tasked with designing and implementing code to meet both technical requirements and gameplay goals. A primary focus was ensuring that the code could scale effectively and maintain functionality within multiplayer environments. Although I had limited prior experience with networking in Unreal Engine, I embraced this challenge, growing significantly as a developer throughout the project.
Multiplayer Networking Despite being new to Unreal Engine’s networking systems at the start, I quickly adapted and implemented multiplayer features that supported seamless gameplay.
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