A comprehensive showcase of my game development journey
Procedural locomotion system for Unreal Engine 5 using Control Rig
Advanced ocean system for Unreal Engine 5 built for a collaborative student project
A procedural winter generator tool for Unreal Engine
A stylized EMP kunai VFX system made with Niagara
A Niagara VFX system made with Unreal Engine 5 for 'Explosion-tober' 2024
A kamehameha inspired energy beam VFX made with Unreal Engine 5 Niagara
A WIP boomer shooter game with unique movement mechanics
A puzzle platformer with fluent movement mechanics based in hell
A first-person horror game where you play as a janitor cleaning up a contaminated alien research facility
A prototype for a procedural top-down shooter game made with Unity
A kid-friendly mobile game where players draw roads to guide a toy car from start to finish
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.
This final year project focused on developing an advanced procedural animation system for quadrupedal characters using Unreal Engine 5's Control Rig system. The research explored the creation of realistic, adaptive locomotion that responds dynamically to terrain variations and environmental constraints. By combining biomechanical principles with modern animation techniques, the project demonstrates how procedural systems can create more believable and efficient quadruped movement compared to traditional keyframe animation approaches.
The project was developed over 4 months as part of my final year dissertation, combining extensive research into quadruped biomechanics with practical implementation in Unreal Engine 5. The development process involved literature review, iterative prototyping, and comprehensive evaluation against traditional animation methods.
Ember's Edge is a challenging puzzle platformer set in the depths of hell, where players take control of a nimble character navigating through treacherous environments. The game combines fluid movement mechanics with environmental puzzles, creating a unique blend of action and problem-solving. Inspired by modern platformers and classic puzzle games, it offers a fresh take on the genre with its hell-themed setting and innovative movement system.
"How can a platformer deliver both fluid movement and engaging puzzles, while maintaining performance and visual clarity?"
HellShot is a modern take on classic boomer shooters, reimagining the genre with contemporary game design principles and cutting-edge graphics. The game combines the fast-paced, skill-based combat of classic shooters with innovative movement mechanics and modern visual effects. Players navigate through dynamic environments while engaging in intense combat encounters with a diverse arsenal of weapons.
"How can a shooter game deliver fast-paced, skill-based combat and innovative movement mechanics, while maintaining the essence of classic boomer shooters and modern visual fidelity?"
Created for 'Explosion-tober' 2024, Toxic Shard is a sophisticated VFX system with a projectile and explosion effect. The system features a projectile that would be used as a magic spell or weapon. When it hits a surface, it creates a toxic explosion effect.
"How can a stylized VFX system deliver visually striking toxic explosion effects, while maintaining real-time performance and flexibility for different gameplay scenarios?"
Winternator is a comprehensive procedural winter environment generator for Unreal Engine that transforms any environment into a winter wonderland. The tool features advanced snow accumulation, icicle formation, and weather effects systems, making it an essential asset for creating winter scenes. Built with performance and ease of use in mind, it offers both automatic and manual control options for fine-tuning the winter transformation.
"How can a procedural tool efficiently and realistically transform any Unreal Engine environment into a winter scene, while maintaining performance and user control?"
Radiant Pulse is a stylized gameplay VFX system for Unreal Engine 5, designed to deliver a visually striking area-of-effect pulse attack. The system features dynamic energy waves, color shifting, and interactive feedback for both players and environment. Built as a portfolio piece, it demonstrates advanced VFX principles and real-time optimization for gameplay clarity.
"How can a VFX system communicate a powerful pulse attack that is readable, visually appealing, and technically optimized for real-time gameplay?"
Tactical Takedown is a turn-based strategy prototype built in Unity, focusing on squad-based combat and tactical decision making. The project explores core mechanics such as cover, line of sight, and action points, providing a foundation for more complex strategy game development. Designed as a rapid prototype, it demonstrates gameplay systems, UI, and AI logic for enemy encounters.
"How can a strategy game deliver engaging tactical combat, clear feedback, and scalable systems for future expansion?"
Area 26 is a first-person horror game set in a contaminated alien research facility. As the technical artist, I focused on creating immersive visual systems that bring the horror atmosphere to life, including advanced shaders, dynamic lighting, and environmental effects that react to player actions and story progression.
"How can a horror game deliver immersive atmosphere, dynamic contamination effects, and maintain performance in complex environments?"
On The Way is a Unity-powered mobile puzzle game for children, inspired by Mini Motorways and Teeny Tiny Trains. Players guide a toy car by drawing roads from start to finish, collecting stars along the way. The game balances accessibility and engagement with technical features like procedural systems and smart AI pathfinding.
"How can a mobile puzzle game for children deliver intuitive, engaging gameplay while remaining accessible, scalable, and technically robust for future content?"