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GROUND BRANCH (Current role)
Designed and scripted multiplayer and campaign missions including objective logic, AI triggers, fail states, pacing, and gameplay flow.
Converted legacy Lua mission scripts into modern Blueprint systems, rebuilding mission logic from scratch inside UE.
Implemented gameplay systems in C++ and Blueprint, covering interaction logic, mission behaviours, and player-facing mechanics.
Developed ModKit features, exposing mission scripting tools and gameplay logic for community creators.
Worked on UI and Gameplay Ability System integrations, ensuring mission and gameplay features were fully supported.
Debugged complex engine issues, including replication problems, crashes, and mission logic failures.
Used Perforce + TeamCity for daily playtests, verifying mission stability and gameplay behaviour across builds.
TimeSplitters Rewind (Weekend role)
Fixed and refactored Blueprint gameplay systems for the upcoming update, improving stability and behaviour across multiple levels.
Implemented mission and gameplay logic consistent with the original trilogy’s design style.
Collaborated with designers to restore classic gameplay feel, ensuring interactions and behaviours matched legacy expectations.
Prototyped new gameplay features and tools to support level design workflows.
Youmio Worlds: Youmio
Designing, implementing, and optimising gameplay systems and mechanics that drive the core experience of “Youmio Worlds”.
Have ownership over the games character creator
Working on locomotion in the game using techniques such as motion matching.
Discover Little Island: SpaceForm Technologies
Using UEFN and VERSE released: Discover Little Island
Game based on Little Island in collaboration with its architects: Heatherwick Studio
Created all aspects of gameplay, such as: UI, camera, mechanics, physics and audio
Worked in a team of 6 using Notion and UEFN source control
Unlimited Runner Game: Orbiting Castle Multimedia
Worked as a Gameplay Programmer on a Endless Runner mobile game.
Fixed various game-breaking collision bugs by debugging in C++ and Blueprint.
Improved upon current object pool design pattern, resulting in a 50% improvement in frame rate.
Implemented difficulty for the game: as the player gets a higher score, obstacles get more complex.
Worked in a team of 3 using GitHub.
Defend Grandad: Personal Project
A round-based FPS developed using C++. The player must protect ‘Grandad’ and survive by holding off horde’s of the undead. Defend the house with new weapons, or using the perk machines scattered around the map. Buy defences for the house in Grandad’s shop such as a dog companion or turret system.
Car Game: Developer Challenge
Race against the clock to get to the finish line. Gain extra time by passing through checkpoints.
Sound Game: Developer Challenge
Dodge sound waves and enemy obstacles to get to the end of the song, in this rhythm-based platformer.
Car Configurator: Developer Challenge
Customise your car by choosing different models, glass colour and body colour. The specifications reflect the chosen vehicle!