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


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


Voxel Interactive Falling 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.




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Turtle Island


As a turtle recruit, join Dr Shelly and help clean up the once forgotten turtle island.

Skills

  • Utilised Unity's New Input System

  • Optimised For Mobile

  • Linked List Dialogue System

Role
Lead Programmer

Engine
Unity, C#

Platforms
Web Browser, Mobile

Status
Published


Project Overview

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 whilst learning about the life cycle of turtles. This game was created in partnership with the Department of Environments Sciences (DES) for a course in university IGB200.The game was chosen to share to industry partners in a showcase at QUT, and is shown on QUT Student Games Showcase.


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 mother nature.

Skills

  • VR hand tracking development

  • Optimised for standalone

  • Quick prototype and development

Role
Lead Programmer

Engine
Unity, C#

Platforms
Meta Quest

Status
Published


Project Overview

Sunburn Railway is a unique VR game that transports players to the vast, sun-baked Australian outback. From the vantage point of a watchtower, players take on the role of a laid-back rail track controller. The core gameplay revolves around controlling the tracks, ensuring the trains run smoothly through the arid landscape. Amidst the challenging logistics of railway management, players can also enjoy a few virtual beers, adding a lighthearted and immersive element to the experience.This project focuses on creating an engaging and authentic outback atmosphere within a 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.The game was chosen to showcase the degree at QUT open day, and is shown on Immersive Festival 2025 Showcase


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

Skills

  • Godot development

  • Shader Coding

  • Networked Leaderboard

Role
Sole Developer

Engine
Godot

Platforms
Windows, Mac, Linux

Status
In Development


Project Overview

a game 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. This was achieved with the use of custom shaders, the main visual style comes from a custom kuwahara shader.
Also a fully networked leaderboard was made using google firebase as a backend cloud storage and simple API calls to save and retrieve leaderboard data.


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

final stuff


Voxel Interactive Falling Sands Simulation


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

Skills

  • info

  • of

  • stuff

Role
Sole Developer

Engine
Unity, C#

Platforms
Windows, Mac, Linux

Status
In Development


My Skills and Experience

I am currently a student studying a double degree Bachelor of Games and Interactive Environments with a major in Software Technologies and a Bachelor of Mathematics with a major in applied computational mathematics. Throughout my degree, I've gained a solid foundation in traditional game development methodologies using the Unity engine, primarily with C# and a focus on object-oriented programming (OOP). My portfolio to date includes several projects that demonstrate proficiency in core game development skills; designing, prototyping and implementing gameplay mechanics. Accompanied with a large backlog of fleshed out functional and published games. I am comfortable with concepts like clean code principles, various coding patterns, and highly experienced in the Unity GameObject/MonoBehaviour architecture. I have gained experience collaborating within teams and managing project pipelines using version control systems.
My ultimate career goal is to become a Technical Game Programmer or generalist gameplay developer in the game industry, the goal is to use my skills to create efficient and stable gameplay systems in a professional position. Companies hiring for these positions are looking for candidates who can solve complex, large-scale problems related to performance, memory management, and low-level engine architecture. The key skills required for this role often include:

  • Low-level programming and optimization in languages like C++ or highly performant C#.

  • Graphics Programming the creation and management of visual elements in a game. Proficiency in technologies such as OpenGL or DirectX

  • Mathematics knowledge, help handle graphics programming and physics calculations efficiently.

  • GPU-based programming with Compute Shaders for visual effects or simulations.

  • Debugging skills, ability to create custom data structures and solve performance bottlenecks.

  • Experience with profiling tools to identify and fix performance issues.

Project Overview

Designed as a high-performance, real-time physics sandbox. This application will bring the classic "falling sands" genre into a fully three-dimensional, voxel-based world. 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.
This project's primary objective is to serve as a demonstrative portfolio piece showcasing deep proficiency in Unity's most advanced, performance-oriented technologies. The simulation's demanding computational requirements necessitate performance first consideration, making it ideal for demonstrating skill over the Unity Data-Oriented Technology Stack (DOTS), including the Entity Component System (ECS) and the Burst Compiler. Furthermore, the project will leverage the power of Compute Shaders to handle parallelized visual and computational tasks, ensuring a smooth and responsive experience even with millions of active voxels. This document outlines the project’s concept, technical foundation, and key learning outcomes, positioning it as a significant demonstration of modern game development skills.


Project Outcomes

  • At minimum 3 different materials - solid, liquid and gas. In the form of rock rigidbody, sand a particle liquid type and fire a gas type.

  • Ability to spawn the materials - Using a GUI element to select different voxel types, then can create the materials and destroy materials.

  • 3D player controller - fly and look around the world.

  • Stats menu - see crucial performance metrics, frame, cpu and gpu times. Draw calls etc.


Project Portfolio Contribution

  • 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.


Relation to Industry

The skills acquired from this project directly address the needs of roles such as Gameplay Programmer, Systems Engineer, and Technical Artist, particularly at studios focused on ambitious, large-scale titles. The ability to use the Entity Component System (ECS), the Jobs System, and the Burst Compiler demonstrates a crucial understanding of data-oriented design—a modern programming paradigm that prioritizes performance and memory efficiency. This is a skill set that goes beyond typical gameplay scripting and proves you can tackle complex, low-level optimization challenges that many studios face.
Furthermore, the use of Compute Shaders for parallelized visual tasks highlights an understanding of GPU-level programming, a skill that is valuable in both game development and other high-performance computing fields like digital twins, robotics, and scientific visualization. This project shows you can work with both CPU and GPU to maximize performance. The voxel-based nature of the project itself aligns with a resurgence in the genre, driven by titles that prioritize dynamic, emergent, and deeply interactive environments. This proves a knowledge of both cutting-edge technology and a modern approach to game design.
In essence, this portfolio piece serves as a powerful signal to recruiters and hiring managers. It's not just a demo of a cool game; it’s a tangible demonstration of your ability to solve difficult technical problems using the latest tools, positioning you as a forward-thinking and highly capable candidate in the competitive industry.