









2025

Pecking Order @TDA
Steam (Windows) | Unreal Engine 5
Core Game Design Contributor
Core Full-Stack Developer for: Physics, Steam Peer-to-Peer Sessions, Interactions, Goals & Objectives, Scoring, Navigation Guides, Storage, Powerups, Object Spawning, Aiming/Shooting, Game State Management.



2024

Super Dragon Punch Force 3 @TDA
Steam (Windows & Mac) | iOS | Android | Unity
Lead Full-Stack developer for: In-App Purchases (iOS & Android), Store, Accounts, Profiles, Wallets, Item & Bundle Databases, Reward Tracks, Seasonal Events.
Other major contributions: Analytics, Feature Flags, Notifications, UI Flow/Navigation, Character Selection, Collections, Controller Support, Large-Scale Optimizations, Decoupling & Refactors



2022 – 2023
Various Prototypes & Un-released Projects @TDA
In my first two years at Talent Digital Art (TDA), I worked on a wide range of prototypes and shelved projects. Some of the systems I setup or made significant contributions towards include: Base Building/Construction, Crafting Unlocks/Recipes, Dialogues & Cutscenes, Movement & Interaction, Enemy and Loot Spawning, Aiming & Shooting, Skill bars & abilities, Target switching, Locks and Keys, Mini-maps & Decal Overlays, Resources & Currency management, Buffs/Debuffs, AI Movement / Combat and a player-to-player item mailing system (including some of the back-end RPC calls & filters).
2019 – 2021

Harvester 7 (shelved)
Set in a Post-Apocalyptic, Sci-Fi and Steampunk world, this Bullet-Hell, Dungeon Crawler RPG has players mining for resources, upgrading their Harvesters, maneuvering through challenging environments and searching for keys, all while fighting off a range of enemies and defeating bosses in tough arenas. Other notable features include loot drop-tables, an experience system as well as a minimap.



Wing Warrior (shelved)
*In Early Development* This Mobile Futuristic Endless Runner has the player flying a fusion powered wingsuit through treacherous caverns and dangerous robotic factories. Equipped with two pulse cannons and six missiles players must survive as long as possible while collecting power-ups along the way to increase their fire-power and manoeuvrability. The map is procedurally generated using the concepts of Modules and Gestalts in order to ensure difficulty gradually increases while allowing mastering of specific moves.
2018

Galactic Manager
A Sci-Fi Mine Management Incremental Game aimed for mobile devices. With 200 levels for three mines of varying speed and production output, scientist claims at the cost of resetting all mine upgrades and a statistics panel to keep track of all crystals mined, this game has been balanced to be highly addictive – with several play testers unable to put down their devices. The game also features a tutorial system, binary formatted saving, an AR Base View and a number system capable of efficiently doing arithmetic with numbers up to 10^100.




Margherita Mania
Cooking in VR makes for a ton of laughs! In this VR Arcade game players are tasked to make various pizzas in their own Pizza Truck, for a range of different customers. Using the Unity VR Toolkit the game has players squeeze tomatoes into sauce, spread the sauce on bases, cook the pizzas on a conveyor belt oven, box them up and serve the customers. Three difficulty levels ensure that even the fastest chefs will be running around like true maniacs!




Feathertip’s Flight
Aimed at getting exposure to mobile game publishing, this mini-game is an arcade adventure where players control a Fish Eagle across a low-poly landscape. Diving towards water allows the eagle to enter a fishing state where players must time exiting the dive just right to catch the best rarity of fish. All fish caught get recorded in a side panel.



2017

Stupid Humans
This collaborative project was done by a group of students and lecturers at Open Window as part of a Ludum Dare competition themed: “It’s a small world”. The simulation has players wreck havoc onto the world with a range of natural disasters (such as earthquakes, meteor showers and volcanoes) in order to control population growth. Too many disasters wipe out humanity, too few and the world becomes overpopulated. Surviving as long as possible is therefore quite the challenge. My contribution was to create the Earthquake system.




Exina
Players find themselves having crash-landed on a mysterious planet with a massive landscape covered in purple mushroom trees and spiky plants. Exploring this world players uncover other parts of their crashed ship as well as a native mech species that patrol their home. Fighting these groups allows players to recover batteries, conduct research and establish a base safe from intruders. The game has advanced octo-directional movement animations for walking, sprinting and sneaking. It also features 3-part jumping and oxygen systems.



2016

Swift
The aim of this single level platformer was to better understand how to create a character controller. Players can walk, run or dash across the course, with some obstacles (such as the laser beams) specifically requiring them to walk past in order to survive. The 3-part jumping system ensures accurate and smoothly animated jumps between moving platforms and critical timing of dashing allows for otherwise seemingly impossible jumps. Players get timed and a highscore system records all run times from a session. The character is from Mixamo.




War of the Woods
A simple, yet fun 2D wave survival game where orcs spawn on either side of the screen and gradually increase in numbers as the player survives. Each orc killed grants money to the player, which can then be used to construct walls on either side. More than one wall can be placed on each side and stronger walls with more hp can be constructed at a greater cost. Several statistics, such as number of orcs killed, or max wave reached, are also tracked for a persistent achievement system linked to any given player’s login details.



2015

Heaven’s Gates
A Fantasy themed Tower Defense game which dynamically generates/loads maps from a csv file. Players earn money from killing the enemies using towers, and can even place towers directly on some of the paths the enemy can take – which will automatically reroute enemies using A* pathfinding.


