I am a graduate of the University of Edinburgh with the degree of Master of Informatics with Honours (First Class). I specialise in system design and computer graphics.
On the side I am interested in game development and 3D art. I am looking for a job that will let me combine this creative side with the technical skills I have acquired during my studies.
I am currently working on designing a tabletop RPG with special homebrew mechanics. It revolves around vehicle racing and combat in a custom fantasy setting with a full NPC simulation system during races. I hope to share more details about it soon.
Data-driven combat and race simulator for a homebrew D&D campaign, built to automate large-scale NPC vehicle behaviour across a multi-stage tournament. Handles modular vehicles, crew-operated subsystems, layered targeting rules, AI decision-making, and custom combat mechanics at a scale that would be wildly impractical to run by hand.
Solo-developed first-person environmental puzzle game set on a steampunk airship and inspired by a Chinese folktale. Built from a blank Unity project over two months, with gameplay centered on reusable physics-based interactions, diegetic puzzle design, and near-complete self-produced art and level content.
Solo-developed atmospheric experience built in Unity, with a custom posterization shader pipeline, 100% self-made assets, and a fully scripted emotional arc. Designed as a technical art piece with visual direction developed in Blender Cycles and translated into a realtime render pipeline from scratch.
Master's thesis and published research on charged mass-spring systems for animation. My contribution covered two areas: debugging and optimizing the DDEF charge-interaction algorithm, and building a complete artist-facing pipeline that takes meshes from Blender, through an interactive simulation tool, and back to Blender as fully animated geometry.
48-hour team game jam project focused on scope recovery, creative reframing, and rapid delivery. Built as a first-time jam entry and ranked highly for narrative and creativity.
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Robotic chessboard built in an 8-person team. I led the software side: designed and built the control layer that interpreted ambiguous physical board input, coordinated LEDs and move validation, and connected the whole system to the chess engine and robot movement hardware.
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