Background
Industry Experience
C++
5 Years
C#
2 Years
Unreal
5 Years
Unity
2 Years
Godot
1 Year
Perforce
6 Years
Git
1 Year
AAA & Indie
6 Years
Professional
Industry Portfolio — AAA
Mindseye
Climax Studios (Codev)
Engine & Gameplay Programmer, Aug '20 – Jan '23
Engine — Unreal Engine 5
Main Responsibilities
- Engine extension, compatibility, and tooling.
- Performance profiling and optimisation solutions.
- Gameplay features including:
- Foliage systems (vertex-based and skeletal physics-based).
- SDF rendering research & feasibility exploration.
- Lamppost & prop physics.
- General bugfixing.

F1 2021 Microsoft Store Port
Climax Studios
Backend Porting Programmer, May '20 – July '20
Engine — EGO Engine
Main Responsibilities
- Platform Integration, including:
- Leaderboards.
- Achievements.
- Rich presence.
- Build pipeline improvements for future ports.

Jumanji: Reverse the Curse & Unreleased Games
Climax Studios
Gameplay Programmer, Jan '20 – May '20
Engine — Unreal Engine 4
Main Responsibilities
- First shipped project at Climax Studios, supporting a live Unreal Engine VR production with rapid turnaround on critical issues.
- Collaborated closely with QA to reproduce, diagnose, and resolve blocker crashes, including hands-on testing with the backpack-based VR rig.
- Built a developer checkpoint and scenario-jump system for a linear single-map experience, significantly improving QA and iteration speed.
- Supported artists with technical export and implementation workflows, helping bridge DCC asset delivery into the Unreal production pipeline.

Main Responsibilities
- Assisted development of a custom Polyanya pathfinding implementation (C#).
- Optimisation of per-agent navmesh generation.
- Conversion of project from fixed-point to floating-point maths.
- Diagnosed and fixed production-only bugs by debugging transpiled native code.
- General bugfixing.

Independent
Industry Portfolio — Indie
Morp
Free-climbing Roguelike
Solo Developer, Nov '25 – Present
Engine — Unreal Engine 5
Game Features
- Soulslike combat with dash, blocking, and parrying.
- BotW-style free-climbing.
- Sekiro-style grappling.
- Roguelike upgrade system.
- Rich traversal including mantling, ledge catch, pullups, and vaulting.
- Vertical levels with objective-based progression.
Procedural Hex Continent Generation Tool
Solo Developer, July '25 – Nov '25
Engine — Unity
Deterministic procedural generation overview
- Poisson-disc sites feed a custom Delaunay graph, producing Voronoi-style cells and adjacency.
- Noise and edge falloff classify land/ocean, widen coastline shelves, and cull small islands or thin channels.
- A minimum-spanning-tree spine drives mountain chains; ridges, basins, plates, coastal ramps, tilt, and noise blend into elevation.
- Temperature and moisture combine latitude, elevation, coast distance, basins, winds, rain shadows, rivers, and noise.
- Final biomes, colours, and meshes derive from elevation, slope, temperature, moisture, coast, and river proximity.
Movio
First-person Movement-Platformer
Solo Developer, Mar '25 – June '25
Engine — Unreal Engine 5
Features
- Controller-friendly bunnyhopping.
- Rail grinding.
- Fully recreated source engine movement.
- Original dialogue-based narrative.
- Original drum n bass compositions.
- Relaxed, skill-based progression.
Project Spectre
Madman Studios
Duo Developer, Jan '24 – Sep '24
Engine — Godot
Main Responsibilities
- Gameplay programming:
- Gesture recognition, targeting, and input.
- Potion-making system, potion effects, and player combat.
- Inventory system, pickups, resource components.
- Level mechanics, objectives, interaction systems.
- Level design and gamemode prototyping.
- Pixelart, sound design, and iterative prototyping.
Project Spectre
Video coming soon
Project Phoenix
Madman Studios
Duo Developer, July '23 – Dec '23
Engine — Unreal Engine 5
Main Responsibilities
- First person player controller.
- Fine-grained snap-based building system.
- Asynchronous multiplayer for building system.
- Erosion-based building degradation.
- Combat & AI.
- Animation programming.
Rift
Madman Studios
Duo Developer, Jan '23 – June '23
Engine — Unity
Main Responsibilities
- Co-developed a polished vertical-slice prototype for stakeholder and arts-grant pitching, including production timeline and cost planning.
- Owned level design and traversal feel, building a responsive first-person parkour controller tuned around momentum, readability, and flow.
- Implemented core survival systems including crafting, inventory management, and resource collection loops.
- Produced supporting VFX, audio, and rapid prototype iterations to communicate the project's tone, mechanics, and production viability.
Fiction & Essays
Creative Writing
A selection of high-fantasy short stories.
Get in touch
Contact
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