Data-driven combat and race simulator automating a full D&D tournament of vehicle battles.
Solo first-person puzzle game where the environment itself is the puzzle.
Atmospheric interactive experience built in Unity around a custom real-time shader pipeline.
Research project extending mass-spring simulation with charge-based deformation.
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.
View Project
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.
View ProjectI'm a computer science graduate from the University of Edinburgh with an integrated master's degree. I have experience across gameplay programming, systems design, tools development, and technical art.
I'm a big fan of systemic game design. I like playing and creating games that give you the tools, put you in a situation, and let you figure things out for yourself instead of pushing you toward one explicit solution. My goal is to make games with a strong and immersive atmosphere, created through visual design and subtle world reactivity, where systems tell stories naturally.
I'm currently working on Eriast Derby, a simulator for a homebrew D&D campaign built around vehicle racing, combat, modular vehicles, and NPC decision-making. You can find it in the projects above.