About
Game Developer focused on procedural systems, real-time rendering, and gameplay architecture.
I build systems that prioritise control, performance, and scalability — from rule-based biome generation to low-level rendering pipelines.
Background
I'm a game developer with a background in both technical systems and gameplay programming, developed through an undergraduate degree and a postgraduate MSc focused on real-time applications.
My work leans heavily into procedural generation, rendering, and system design. I'm particularly interested in building tools and pipelines that give designers control while maintaining performance at runtime.
Across my projects, I've worked with Unity, Unreal Engine, and DirectX 11, developing systems ranging from infinite terrain generation and shader-based rendering to client-server multiplayer prototypes.
Focus Areas
- Procedural Content Generation (terrain, biomes, systems)
- Real-Time Rendering (shaders, GPU pipelines, DirectX)
- Gameplay Systems & Architecture (modular, scalable design)
- Networking Fundamentals (client-server models, validation)
Approach
I approach problems from a systems-first perspective — focusing on modularity, extensibility, and performance. Most of my projects are built as technical explorations, where the goal is not just to achieve an outcome, but to understand and control the underlying process.
Experience
Outside of development, I've also worked in a trading card game shop, handling inventory systems, order processing, and customer-facing operations. This provided practical experience in organisation, workflow efficiency, and attention to detail in fast-paced environments.
Tech
Unity (C#) · Unreal Engine (C++/Blueprints) · DirectX 11 · HLSL · Git · Perforce
Availability
You can find my work in the Projects section, with detailed breakdowns and links to repositories.
I'm currently open to opportunities across Europe.