Your Custom Text Here
Description
I wanted to have a little demo scene in Unreal showing off my technical art skills, so I built a small snowy, cyberpunk street from scratch, primarily relying on simplistic textures and procedural approaches to build up the space. All models, materials, and shaders were custom-made by me for this project!
For
Personal Project
Role
Everything
Date
Jun 2024-
Description
After playing around with Godot, I wanted to test and further my abilities in the engine, so I designed a simplistic top-down racer with an elegant core mechanic (you move faster when you're drifting). DRFT is all about fast, risky plays, and learning the limitations of your vehicle as you drift, boost, blink, and skate around minimalist environments rendered with clean, rasterized pixel art.
For
Personal Project
Role
Everything
Date
Jan 2023-
Description
After building a little 8hr jam for some students as an assignment example, I decided to expand on it. WELL is a small, simplistic metroidvania with an intense limitation. You have limited jumps between checkpoints. Between this, upgradable powers, simple platformer mechanics, and an expansive world where you fix time itself, you'll be bouncing, swinging, and double jumping around in no time!
For
Personal Project
Role
Everything
Date
Jan 2023-
Description
Under a short timeline we delivered a multi-screen demonstration that illuminated some of the back-end progressions achieved by Aptiv in computer vision and driver state detection. Coordinating remotely with a multi-disciplinary team in New Zealand and US-based stakeholders we extended existing content and constructed systems to help deliver a cohesive, singular experience that helped demonstrate the technical capabilities Aptiv offered.
For
Deltalock Studios
Role
Product Owner, Developer & Designer
Date
Nov 2019 - Jan 2020
Description
From the initial design to the early prototypes and more polished vertical slice, I took ownership over leading this small indie title. As a hybridization of several genres RTSR was a tricky game to design and develop - requiring a lot of custom systems and novel design approaches. Through rapid iterations and an Agile approach we continued to iterate and improve on the formula until we had something that combined the strategy of Starcraft with the violent mayhem of a late-game tower defence.
For
Deltalock Studios
Role
Product Owner, Developer & Designer
Date
Jun 2019 - Dec 2019
Description
With XR technology becoming more commonplace both in our personal and professional lives - applications for business become increasingly relevant to communicating value internally and externally. As part of an exhibition day at Refinery NZ, a standalone VR game was developed to show off the importance and complexity of the daily ordering process for the refinery. By leveraging the sheer joy of just playing in VR - we built an experience that was lightweight, flexible, and focused on the fun - as the vast majority of users were not experienced with XR technology. By layering simple tasks that utilized basic VR mechanics, we were able to introduce and explain the difficulty and value of accuracy effortlessly while fascinating players with the visceral nature of VR.
For
Deltalock Studios
Role
Developer & Designer
Date
Jan 2019
Description
PureDepth’s MLD technology is an innovative 3D display that utilises two distinct LCD layers and clever content to create the illusion of seamless, real materials. PureDepth’s target focus was creating a luxury screen and proof of concepts for premier Automotive OEMs. We assisted and sometimes led the design and construction of interactive demos that were widely viewed privately and publicly at exhibitions such as CES 2017, 2018, and 2019. Our work also helped land MLD as Elektronik’s Automotive Product of the Year 2017.
Working within Unity, we created, iterated, and refined the core technology and tools that led the production process for MLD content. Over the many rapid-fire projects we were involved with, we leveraged our expertise and flair for excellence in a variety of fields, such as shader construction, UI/UX design, and hardware integration.
For
PureDepth, Aptiv
Role
Software Engineer
Date
Nov 2016 - 2019
Description
Starting off as a game jam project - SINE is a project that I’ve been working on-and-off again over the last year. With tight twitch mechanics and a retro pixel art style, SINE is all about elegance through simplicity.
For
Personal Project
Role
Developer & Designer
Date
Jan 2017 - Present
Description
Architecture visualization through gaming engines is a growing trend at the moment - and I did some contract work to help make New Home Media's systems both functional and stylish. With a variety of viewpoints to understand the space, as well as run-time customization to materials, customers could easily envisage their next home.
For
New Home Media
Role
Developer & UX/UI Designer
Date
Jan - Apr 2017
Description
GYROMAG is a first-person arena shooter where the power to change gravity is at your command. Realised in a modern 3D pixel aesthetic, you’ll find yourself utilising the diverse arsenal and swift gravity-swapping to annihilate your opponents and prove yourself to be the superior Droidbot!
For
Gunsloth
Role
Operations Manager, Developer, & Designer
Date
Jan 2016 - Nov 2016
Description
A minimalist puzzle game that can be played with a simple swiping action, PVIOT is about elegantly linking tiles to reduce the board to nothingness.
For
Personal Project
Role
Product Owner, Developer & Designer
Date
Mar 2016
Description
A digital (and physical) board game inspired by the minimalist designs of classical board games.
For
Personal Project
Role
Developer & Designer
Date
May 2015