About Me


Accomplishments

Bachelor of Games and Interactive Environements and Bachelor of Mathematics

  • Professional programmer with formalised skills in many engines and languages

  • Experience with industry partners to help actualise their ideas

  • Numerous completed and published projects

Profficiencies


Voxel Sands


Solo | Engine : Unity | Timeline : 8 weeks

Built using Unity DOTS and compute shaders , for an optimised and performant, chunk based voxel interactive falling sands simulation.


Sunburn Railway


Team : 4 | Engine : Unity | Timeline : 7 weeks

VR project, built for the meta quest headset, using hand tracking, for a quick fun experience.


Turtle Island


Team : 4 | Engine : Unity | Timeline : 13 weeks

Developed with industry partner DES. Turtle Island educates young students about Australian turtle conservation via interactive mobile play.


No Confusing


Solo | Engine : Godot | Timeline : 3 weeks

Game Developed in a month for the Music Video Game jam. Using Godot, made a custom networked leaderboard with Google Firebase




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Turtle Island


Turtle Island is an educational action game. Players take on the role of students on an expedition to a dilapidated turtle island, and must help Dr Shelly by completing various minigames

Role
Lead Programmer

Engine
Unity, C#

Platforms
Web Browser, Mobile

Status
Published


Project Overview


This game was created in partnership with the Department of Environments Sciences (DES). The brief was to create an educational game about the lify cycle of turtles.

Team Members

  • Jackson CC (Programmer)

  • Cody Barnett (Designer, Artist)

  • Johan Dantoc (Artist)

Info


Contributions


  • Developed Expandable Tool System - In the three minigames the player has access to nine functionally unique tools, these were constructed using components and interface design, allowing for quick prototyping, implementation and tweaking.

  • Utilised Unity's New Input System - Ensuring optimised functionality and designer useability

  • Optimised For Mobile - Reduced script complexity, and unnecessary update calls, to maximise performance


Challenges & Lessons Learned


The biggest challenged faced in this project was designing for mobile resolutions, ensuring the ui and gameplay scaled correctly for the large variety of aspect ratios. A custom system was developed which involved working off of unity ui canvas' and anchor points, which adequately solved the problem. Being the first game I had developed for mobile, this really taught me the importance of optimisation and utilising the built in profiler to maximise performance.


Sunburn Railway


Work as a good ol' track switcher in the Australian outback, but watch out for wacky hijinks may ensue.

Role
Lead Programmer

Engine
Unity, C#

Platforms
Meta Quest

Status
Published


Project Overview


This project focuses on creating an engaging and immersive experience maximising the VR environment. Key gameplay mechanics include interactive elements such as levers, wires, and various sandbox toys, all designed to take advantage of Meta Quest hand tracking.

Team Members

  • Lucas Sampson (3D Artist, Designer)

  • Daniel Lowe (Designer)

  • Brenten Ewards (Sounds)

Info


Contributions


  • VR Optimised Code - Reduced dependence on update, by utilising the observer pattern.

  • Hand tracking with dedicated hand poses - Developed systems around the use of Meta Quest hand tracking as the primary input.

  • Developed and Implemented Gameplay Systems - Quick prototype and refinement of designed ideas into a functional game.


Challenges and Lessons Learned


First time developing for VR, definitely a learning experience. The choice of hand tracking was difficult to implement from detecting hand poses and optimising the scripts involved. Overall the implementation turned out very well.


No Confusing


Play as a small guy on a table collecting orbs whilst avoiding falling objects

Role
Sole Developer

Engine
Godot

Platforms
Windows, Mac, Linux

Status
Published


Project Overview


Created for the Music Video Game Jam. A game designed around a provided song. The main focus of this game was designing a vibe and atmosphere.

Skills

  • Godot development

  • Shader Coding

  • Visual Design

Info

  • placed 2nd in overall vote


Contributions


  • Godot - Worked using GDScript within Godot engine.

  • Shader Coding - Developed custom shaders, kuwahara shader, vertex displacement, light beam.

  • Networking - Utilised firebase as a cloud storage solution for a fully networked leaderboard.

Challenges and Lessons Learned


A main challenge involved learning Godot 3D as it has its own unique methods and quirks. Also in developing the visual style trying to recreate a vibe is incredibly difficult, I feel I accomplished this through the shaders and game idea.


Voxel Interactive Falling Sands Simulation


A simulation sandbox, using voxels to create a 3d falling sands interactive simulation.

Role
Sole Developer

Engine
Unity, C#

Platforms
Windows, Mac, Linux

Status
In Development


Project Overview


Designed as a high-performance, real-time physics sandbox. The core of the project is to create a dynamic system where every single element is an active participant in a physics simulation, enabling players to interact, build, and destroy with complete freedom.

Skills

  • Unity ECS

  • Compute Shaders

  • Ray Marching and Cellular Automata


Contributions


  • Unity DOTS - Gain a deep, practical understanding of ECS, the Jobs System, and the Burst Compiler, and learn how to apply them to solve complex, performance-intensive problems.

  • Proficiency with Compute Shaders - Learn to write and optimize parallel code for the GPU, a skill that is valuable in various fields beyond game development, including data science and scientific computing.

  • Data-Oriented Design - Transition from traditional object-oriented thinking to a data-oriented mindset, a skill that is increasingly relevant for modern, high-performance applications.

  • Performance Optimisation - Develop a toolset for performance optimisation, and learn to profile and optimise code to achieve maximum efficiency.