Games that have been formally released on Steam or Itch.io.
As a part of the UTS Playmaker's Development Team 2025,
Terminal Horizon is a tactics roguelike built in the Unity
game engine.
For this project, I am acting as lead
graphics programmer and technical artist, involving the
creation of visual effects and HLSL rendering features.
Arcane Raiders is an online/local multiplayer game that has
been published on Steam. For this project, I designed and
implemented all spells, as well as implementing shaders and
additional VFX.
Arcane Raiders was displayed at the
UTS Tech Fest 2024 Student Showcase, where it won first place
for best game in
Game Design Studio 1.
Additionally,
Arcane Raiders was showcased at the SXSW Sydney 2024 Main
Games Showcase, where it was shortlisted for Best Student
Game.
As a part of the UTS Playmaker's Development Team 2024,
Pascal's Requiem is a 2.5D RPG created in the Unity Game
Engine.
For this project, I acted as a technical
artist, using particle effects and shaders to bring the
visuals of the game to life.
An infinite runner game made for Bigmode Game Jam 2026. The
game was well received, with players providing positive
feedback.
For this project, I developed the VFX, post processing effects
and lighting pipeline.
A top-down arcade game in the vein of the original Grand Theft
Auto games. For this project, I implemented distance-based
lighting, visual effects, and the random generation system.
Made for Mini Game Jam #44, where it came 2nd place of 109
entries.
A frantic puzzle game created in 48 hours for the Pixel
Pasture Invitational Game Jam 2024. I contributed with
ensuring positive user experience.
The game
achieved 3rd overall place, with the highest public voting.
This action game achieved 2nd place at the four-day UTS Playmakers Summertime Game Jam 2024. I contributed through creating the tutorial, food system, and menus.
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Created by myself and other members of Team Stingray for the
Game Design Methodologies subject, where it was presented at
the UTS Student Games Showcase 2023.
Starship
Scramble was selected to be showcased at the SXSW Sydney Games
Festival Main Showcase, where it was presented over the course
of three days.
Created in a single fortnight, Super Boxing was a recreation
of the original Boxing game for the Atari 2600, created in the
Godot engine.
For this project, I worked on the
shader materials and particles effects.
In addition to published games, I have experimented with creating software for different platforms.
Developed a multi-use 3D browser-based visualisation tool for the compute management company Strong Compute, operating with a global clientele. This involved the development of performant shaders for three.js using GLSL and systems to render millions of 3D objects. Also responsible for the facilitation of playtesting and feedback implementation for the game section of the product.
View the siteI developed and released a plugin for the Godot Editor that scans the user's entire project, then maps out the inheritance between custom classes. This includes each class' unique variables, functions, and more!
Check it out!
A nine-week project where I recreated a different minigame
from The Price Is Right in the Godot Engine, and presented it
live for an audience to play each week.
This involved working with a rapid development cycle, and
working directly with a user team to ensure each game could be
played easily on an external screen.
I created and facilitated a recreation of the Twister board game. This involved the creation of a virtual spinner that could intuitively be used.
A complete recreation of the famous Jeopardy game show in the
Godot game engine. It can be entirely controlled by the host,
and includes for the creation of an entire game's questions
within the application.
The program has been played for multiple youth-age audience
and additional in-person events.
A small launcher application that allows for the opening executables from a single screen. This made it easier to collate multiple programs for in-person events, and let the player choose what they wanted to play.
This serious game explores social anxiety, teaching grounding
techniques that can be used in socially anxious situations.
For
this project, I implemented each grounding technique and the
player controls.
A shader repository build entirely in Godot, storing shaders used for other games, shaders translated from Shadertoy, and recreations of shaders from other game engines.
This projected demonstrated Unreal Engine knowledge taught in
Advanced Games Programming, including C++ programming and
multiplayer implementation.
For this project, I
implemented the procedurally generated race track and the
visual aspects of the game.
Created in three.js, this recreation of the popular mobile
game Doodle Jump utilizes JavaScript and WebGL to make a game
playable entirely within a web browser.
For this
project, I implemented the core visuals and shader effects.
This project demonstrates model loading and custom fragment
shaders effects in three.js. It received full marks.
You
can view the website it is hosted on, or view the provided
video!
The website you are currently viewing has been created
entirely by myself, using the Bootstrap 5 library. It has been
carefully crafted to adhere to both computer and mobile
screens.
Provided is a screenshot of the
development process of the main page.