Projects

DiveCraft — Blocky Waves & Procedural Islands

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.

UnityC#Proc GenPerformance
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AI Grid / Space Samurai Zombie Cowboy

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.

UnityAIA*Systems
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Maths for Games — Ship Builder (Build + Flight)

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.

UnityPhysicsMathTools
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2D Top-Down RPG (WIP)

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.

Unity2DAnimation
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Spirit Sealers — 3D RPG

Spirit Sealers — 3D RPG

Pokémon-style prototype (Unreal Blueprints): overworld ghosts, chase range, turn-based battles.

First-year university project built entirely with Blueprints.

UnrealBlueprintsRPG
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API Multiplayer Chatroom

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.

UnityNetcodeNetworking
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Low-poly Rat Simulator

Low-poly Rat Simulator

Third-person feel, ragdoll toggle, tunnel traversal; URP + Cinemachine.

Focus on character feel and camera readability in tight spaces.

UnityURPC#
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