I build interactive 3D — playable worlds, not just renders. That means gameplay programming, physics and collision, character controllers, camera systems, AI behaviour for NPCs, animation state machines, and the tooling that lets a level get built without an engineer in the room. I care a lot about the frame budget: draw calls, LODs, occlusion culling, texture atlasing, and profiling until the frame time is boring.
On the visual side I write shaders — surface materials, dissolves, force fields, water, stylised lighting — and build VFX and particle systems. I also handle the full asset path: modelling and UVs, PBR texturing, rigging, baking, and getting everything into the engine at a sane poly and memory budget.
Tools & tech
- Unity
- Unreal Engine
- C#
- C++
- Blender
- HLSL / GLSL
- Shader Graph
- Substance
- Physics & Collision
- Animation Systems
- Level Design
- Profiling & Optimisation
How I work
- Gameplay first. A prototype that feels right before anything gets art-passed.
- Systems, not scripts. Reusable, data-driven components over one-off logic.
- Performance is a feature. Target frame time set on day one and profiled against.
- Tooling pays for itself. Editor tools so designers iterate without me.
- Ship playable. Builds early, tested on real target hardware.