Projects
DiveCraft — Blocky Waves & Procedural Islands
Perlin terrain + block-wave system; chunk meshing & culling for stable frame times.
WIP vertical slice focusing on performant chunk generation and a stylised step-wave ocean.
View case study →AI Grid / Space Samurai Zombie Cowboy
Custom A*, terrain sampling/validation, low-G controller, recoil & camera bob.
Third-year ‘Programming Systems for Games’ module — evolving into a lunar zombie shooter with Cowboy/Ninja/Astronaut classes.
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Maths for Games — Ship Builder (Build + Flight)
Custom TRS math, grid ship builder, save→flight; COM/inertia, thrusters & spatial hashing.
Year-2 module: build-phase editor UX + flight-phase physics with swept collisions in an asteroid field.
View case study →2D Top-Down RPG (WIP)
8-direction movement, animation params, pixel-art pipeline with licensed tileset.
Prototype scene to validate controls/readability before building systems.
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Spirit Sealers — 3D RPG
Pokémon-style prototype (Unreal Blueprints): overworld ghosts, chase range, turn-based battles.
First-year university project built entirely with Blueprints.
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API Multiplayer Chatroom
Team project — text chat UI, team-restricted messaging, player name/ID sync.
Built for the ‘Programming APIs’ module using Netcode for GameObjects.
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Low-poly Rat Simulator
Third-person feel, ragdoll toggle, tunnel traversal; URP + Cinemachine.
Focus on character feel and camera readability in tight spaces.
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