BSc. (Hons) Computer Games Development Student @ University of Staffordshire | Aspiring Games Developer and Technical Artist
A showcase of my best works
Procedural quadruped locomotion for Unreal Engine 5, featuring dynamic gait transitions, terrain adaptation, and biomechanical IK for realistic movement.
Advanced ocean system for Unreal Engine 5 with Gerstner waves, buoyancy, underwater effects, and seafoam built for a collaborative student project.
Stylized EMP kunai VFX for Unreal Engine 5, featuring dynamic projectile FX, EMP detonation, and modular blueprint integration.
Procedural winter environment generator for Unreal Engine 5, with dynamic snow, icicle formation, weather effects, and real-time preview.
ADAPTIK is an advanced procedural quadruped locomotion system for Unreal Engine 5, developed as a final year dissertation project. It leverages Control Rig to create realistic, adaptive movement for quadrupedal characters, supporting dynamic gait transitions, terrain adaptation, and biomechanical IK. The system is designed for real-time performance and customizable for different species and body types.
"How can a quadruped animation system in Unreal Engine 5 deliver biomechanically accurate, terrain-adaptive movement with smooth gait transitions, while remaining performant and easy to customize for different character rigs?"
Neptune is an advanced ocean and water system for Unreal Engine 5, developed as the core technical art feature for a 30-person collaborative game project. Built over 6 weeks, it was designed to deliver realistic oceans, rivers, lakes, and waterfalls with high visual fidelity and gameplay responsiveness. My role as Senior Technical Artist included system design, prototyping, cross-team integration, and technical documentation.
"How can a water system in Unreal Engine 5 deliver both visual realism and gameplay flexibility, supporting dynamic environments, buoyancy, and underwater effects, while remaining performant and easy to integrate for artists and designers?"
The EMP Kunai is a stylized gameplay VFX system designed for a third-person action character. Built in Unreal Engine 5, it showcases a throwable energy kunai that detonates with an area-of-effect EMP pulse, visually disabling nearby tech and enemies.
This system was created as part of an ongoing goal to build portfolio projects that solve real gameplay and visual communication problemsβnot just isolated effects.
"How can I visually communicate a stylized EMP effect that clearly indicates damage, area of effect, and tech disruption while maintaining a cohesive animation and VFX flow?"
It also serves as a prototype for ability design workflows in stylized action games.
Winternator is a comprehensive procedural winter environment generator for Unreal Engine 5, designed to transform any environment into a winter wonderland. It features advanced snow accumulation, icicle formation, weather effects, and real-time preview, with both automatic and manual controls for fine-tuning the transformation. Built for performance and ease of use, Winternator is ideal for artists and technical developers creating seasonal or dynamic environments.
"How can a tool for Unreal Engine 5 procedurally generate realistic winter environments, including snow, ice, and weather effects, while remaining performant, customizable, and easy to integrate into existing projects?"