Projects
Case studies across Unity systems, gameplay, engines and rendering.
Filter by project type or open each case study for responsibilities, technical highlights, media and links.
Human Fall Flat 2
Production Unity 6 engineering for the sequel to the physics-based puzzle platformer.
Professional C# development in a production environment, focused on maintainable Unity systems, internal tooling, debugging, runtime behaviour and milestone stabilization.
3+ yrs
production engineering
Unity 6
runtime and tooling
SufferEngine
Custom C++ / OpenGL engine with ECS, editor tooling, resource management and rendering features.
A custom game engine co-developed from scratch, covering engine architecture, transform hierarchy, component lifecycle, memory structures, runtime/editor integration and OpenGL rendering features.
9 mo
engine development
2 devs
custom architecture
Vulkan PBR Demo
Physically based rendering research demo built with C++, Vulkan and shader programming.
Final-year technical graphics work exploring physically based rendering, Vulkan pipeline setup, material parameters, lighting models and documentation of implementation results.
8 mo
graphics research
PBR
material workflow
Oona the Druid’s Path
Published 2.5D platformer built in Unreal Engine 4 by a multidisciplinary student team.
Gameplay programming work on character movement, jump / dash behaviour, enemies, collectibles, arena design and enemy AI elements for a released 2.5D platformer.
15
team members
8 mo
development cycle
Magoon
Unity / Android turn-based roguelike with procedural maps, progression and mobile gameplay systems.
Mobile roguelike project where I contributed 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
Trochoidal Waves & Terrain Generation
OpenGL graphics application with procedural terrain and water simulation controls.
Graphics application generating terrain in real time using Perlin Noise and simulating water behaviour with trochoidal waves controlled by runtime parameters.
Real-time
terrain parameters
OpenGL
graphics engine
Equalizer
OpenGL and SoLoud audio-visualizer where geometry reacts to music buffers.
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.
Audio
buffer-driven visuals
OpenGL
real-time rendering
The Return of Magoon
Unity 2D action-adventure demo inspired by Zelda-like exploration and combat.
Team project with combat systems, enemies, map exploration, puzzle interactions, boss encounter, item usage and dialogue systems built as a final-year course project.
5 devs
programming team
3 mo
development cycle
Multi-Agent System
C++ simulation demo visualising multiple autonomous agents with different movement behaviours.
Small C++ simulation project focused on agent movement, behavioural variation and visual debugging of ranges, states and movement patterns.
C++
simulation logic
Agents
behaviour variation