I am an aspiring Game Software Engineer, and I thoroughly enjoy creating games and similar projects. I work mainly in C# and C++, and I’m continually enhancing my skills in Unity and Unreal Engine game engines, plus I value strong collaboration with design teams to deliver polished software.
Currently, I’m pursuing a BSc in Games Software Engineering at Bournemouth University and building on my hands-on experience through personal and academic projects. I’m eager to contribute to engaging, high-quality game experiences and to keep growing as a multi-disciplinary developer within a creative team.
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This is a project I worked on where I used SDL2 in C++ in order to create a wood chopping game, using the principles of object orientated programming. I also did all the art for the game
This project I was the lead developer, I was responsible for creating the tiles in the map using procedural generation, as well as locations where enemies spawn and some of the UI elements, such as character selection.
This is a demo of a ray tracer I created in C++ with OpenGL, as well as exploring multi-threading within the project for load times. It shows 3 orbs being created and how light reflects and refracts off of those surfaces.
This project was a creation from a game jam, where the theme was connection. I took the role of a technical artist in the project, creating some puzzle areas, as well as the boss fight and UI elements.
This project was the first time I tried using OpenGL, so I tested collision and mesh rendering. I also tried applying some physics to it with the form of jumping and gave the project a small game loop.
A game engine developed in C++ using OpenGL. I created a procedural generation system that generates 3d dungeon rooms, enemies and a boss upon defeat of enemies.
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