Projects
Reefbound — Procedural Voxel Ocean Survival
Final-year Unity project focused on chunked voxel terrain, procedural islands, underwater exploration, and stylised block-based water systems.
Built as a technical vertical slice exploring how custom terrain generation and water systems can make a voxel game feel distinct from Minecraft.
View case study →Project AstroRot — Lunar Zombie Outbreak Shooter
Custom A* pathfinding, perception-driven zombie AI, enemy variants, wave spawning and responsive FPS combat.
A third-year Unity systems project about containing a failed moon-base outbreak before the infection reaches Earth.
View case study →Mousechitect — City Builder Tools and Morale Systems
Unity team city-builder work focused on the systems I directly worked on: grid-based build, path, move and destroy tools, morale scoring, and visual mouse population sync.
Built player-facing editor tools with previews, snapping, occupancy checks, clean removal, path-cell data, and morale-driven population feedback.
View case study →Ki Warden — Game Boy Colour Survival Shooter
A Targeting Platforms Game Boy Colour survival shooter built in RGBDS assembly, with custom enemy behaviour, scoring, HUD, Ki wave abilities, and hardware-driven audio.
Built close to the metal using joypad input, OAM sprites, VRAM tilemaps, CGB palettes, VBlank-safe updates, and Game Boy sound registers.
View case study →
Asteravoid — 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.
View case study →
Spirit Sealers — 3D RPG
Pokémon-style prototype (Unreal Blueprints): overworld ghosts, chase range, turn-based battles.
First-year university project built entirely with Blueprints.
View case study →
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.
View case study →
Low-poly Rat Simulator
Third-person feel, ragdoll toggle, tunnel traversal; URP + Cinemachine.
Focus on character feel and camera readability in tight spaces.
View case study →