Games Programmer | Abertay's Dare Academy Finalist | 4th Year Computer Games Applications Development Student
Games Programmer • Dare Academy Finalist • Abertay University Graduate
3D Sword Procedural Generation creating historically accurate and visually appealing weapons.
Exploration of procedural generation algorithms in real time to generate historically accurate blade profiles, crossguards, grips, and hilts in 3D.
View Full Project Page →A 3rd-year team project in Unreal Engine 5, selected as a finalist for Abertay's Dare Academy.
As Weapons, UI & Accessibility Programmer, implemented custom C++ weapon mechanics (finger guns, mesh-slicing scissors, chatter gravity gun), UI, aim assist, motion sickness mode, full controller support, and animation systems.
View Full Project Page →An infinite procedural arcade platformer built in Unity (C#) for Mobile and PC.
Features an infinitely generated procedural level, mobile touch controls, aspect ratio scaling, object pooling, and parent/child inheritance structures for enemy behaviors.
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A 3rd-year C++ project in Unreal Engine 5 focused on runtime procedural mesh cutting.
Uses ray tracing to calculate cut locations and dynamically slice procedural meshes into separate chunks at runtime, recalculating collision bounds, physics, and center of mass for each slice.
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A Unity (C#) simulation using Genetic Algorithms where creatures mutate and evolve to survive.
Implements crossover, mutation, and fitness scoring based on hunger/thirst. Includes custom UI sliders for population/food parameters and outputs survival data to text files for performance logging.
View Full Project Page →A Speed Jam #5 project focusing on lighting, atmosphere, and minimal drag-and-click controls.
Created solo for Speed Jam #5. Focused on dynamic lighting, ambience, and simplified single-input controls to explore atmospheric visuals and audio design.
View Full Project Page →A 2-color black & white wave survival game built in Unity (C#).
A strict 2-color wave survival game where players collect souls to regrow the Reaper's garden while battling escalating waves of enemies.
View Full Project Page →A 2-player local physics game where players control their opponent's arms and their own legs.
Developed during 3rd year in a team mentoring 1st-year students. Utilizes Unity rigid-body physics to create chaotic limb controls and ragdoll racing mechanics.
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A team game jam project featuring state-machine-driven enemy AI.
Focused on core player movement and flexible finite state machines for enemy AI, enabling dynamic state transitions between movement, multi-type attacks, and death.
View Full Project Page →Explore more on the Projects Page or directly on itch.io: