




I am a determined and optimistic Gameplay Programmer and Technical Designer with a passion for bridging the gap between design and code. My family describes me as stubborn; in the world of development, I call that persistence. Once I set my sights on a complex mechanic or a tricky bug, I don't stop until it’s perfected.
Though I am an early-career developer, I have built a diverse portfolio of prototypes across Unity and Unreal Engine (C#, C++, and Blueprints). I’ve even ventured under the hood to build a custom engine recreation of the Arcade Classing Donkey Kong using C++ and the SFML library to deepen my understanding of game architecture.
I thrive on making the best out of every technical challenge and am currently seeking opportunities to contribute to the games industry.
Latest Project: Invisible vs. Visible Assistance
My dissertation project, "When Should Assistance in Games be Emphasised?", investigates how different methods of player assistance impact skill, fun and difficulty perception. Using a custom-built Unity testing environment, I conducted a comparative study between No Assistance, Visible Guidance, such as diegetic markers and environmental cues, and Invisible Assistance, mechanical "forgiveness" logic like Coyote Time and Input Buffering.