Selected work
Project snapshots, with deeper technical breakdowns below.
The strongest projects are ordered by professional signal: Human Fall Flat 2 for production C# ownership, SufferEngine for C++ systems architecture, and Oona for released Unreal/C++ team delivery.
Human Fall Flat 2
Production C# systems, tools and runtime engineering for a multiplayer physics-driven Unity title.
Professional C# engineering in a production environment: modular architecture, runtime behaviour, internal tools, proprietary multiplayer integration, FMOD/gameplay integration, profiling-driven fixes, QA verification and milestone stabilization. Details are intentionally NDA-safe.
3+ yrs
full-time production C# engineering
20-30
multidisciplinary team context
SufferEngine
Private custom C++ real-time engine: runtime architecture, editor tooling, rendering, scripting, audio and Linux packaging.
A proprietary C++ engine project used as a systems-heavy case study. It demonstrates ECS-style architecture, EngineManager orchestration, Scene/GameObject/Component/System organization, DisplayList/Command render flow, OpenGL resources, Dear ImGui editor tooling, Lua scripting, SoLoud audio, diagnostics and Linux/AppImage hardening without exposing private source code.
Custom C++
engine/runtime architecture
Runtime + editor
scene, tools and render pipeline
Oona the Druid’s Path
Released Unreal Engine 4 / C++ project: gameplay, AI, Blueprint-facing APIs and team delivery.
Released Steam project showing C++ gameplay implementation in a multidisciplinary team: player movement, jump/dash behaviour, enemy AI, behaviour trees, animation trees, perception, combat, collectibles and Blueprint-exposed functionality.
Released
Steam project
15
team members
Magoon
C# mobile systems for a turn-based Android roguelike with procedural dungeon structure.
Mobile roguelike project where I contributed C# gameplay systems including enemies, collectibles, power-ups, progression, grid-based movement, A* pathfinding integration and save/time-reward support.
4 mo
development cycle
4 devs
programming team
Vulkan PBR Demo
C++ / Vulkan rendering research demo focused on physically based material behaviour.
Final-year technical graphics work exploring physically based rendering, Vulkan pipeline setup, material parameters, lighting models, shader programming and documentation. It stays in the portfolio as graphics research, not as my primary role positioning.
C++
graphics implementation
PBR
material workflow
Trochoidal Waves & Terrain Generation
C++ / OpenGL graphics application with procedural terrain and runtime water controls.
Graphics application generating terrain in real time using Perlin Noise and simulating water behaviour with trochoidal waves controlled by runtime parameters. Useful as secondary evidence for C++/OpenGL experimentation and visual debugging.
Real-time
terrain parameters
OpenGL
graphics engine
Equalizer
C++ / OpenGL and SoLoud audio-visualizer where geometry reacts to music buffers.
Compact graphics/audio experiment using SoLoud to read audio buffers and drive geometric shapes that change form and scale according to the rhythm of the music. Secondary visual project, not a headline systems case study.
Audio
buffer-driven visuals
OpenGL
real-time rendering
Multi-Agent System
C++ simulation demo visualising autonomous agents with movement behaviours and debug ranges.
Small C++ simulation project focused on agent movement, behavioural variation and visual debugging of ranges, states and movement patterns. Keep it clearly framed as game/simulation AI, not modern LLM agents.
C++
simulation logic
Agents
behaviour variation
The Return of Magoon
C# 2D action-adventure demo with combat, exploration, puzzles and dialogue systems.
Small team project with combat systems, enemies, map exploration, puzzle interactions, boss encounter, item usage and dialogue systems built as a compact production-style demo. Secondary portfolio evidence.
5 devs
programming team
Compact
full demo loop