SpaceForm Digital Twin Platform
Lead Developer, current role
In industry use
WebWindowsAWS
A production real-time digital twin platform combining Unreal Engine 5, modern C++17, AWS, high-throughput data ingestion, browser-based 3D visualisation, internal tooling and secure local AI workflows. The platform ingests, transforms and presents large volumes of external data inside interactive 3D scenes that clients use directly.
C++17UE5AWSREST APIsGaussian splattingLlama.cpp RAGMultithreadingBIM, CRM and mapping APIs
Celeros
Unreal Engine Games Programmer
Demo on Steam
PCSteam
PC racing and action game. Built the state-driven front-end, a reusable UI framework and a JSON-driven messaging system that let live-service content reach players without hardcoding every path. Steam auth, friends and profiles.
C++BlueprintsSteamFirebaseAWS
Ultimate Knockout
Lead Programmer and Audio Designer
Announced
PCPS5
Networked 1v1 third-person fighter. Replicated actors and components, RPCs, authority checks, prediction and smoothing, physics replication, directional hit reactions and a dynamic camera. I built the PS5 dev-kit builds and ran the network testing, focused on removing host advantage and desyncs.
UE replicationRPCsPredictionPS5 dev kits
Paranormal Penny
Lead Programmer and Audio Designer
In development
PC
Unreal horror game. Owned gameplay, AI, interaction, physics, camera and audio: a Polaroid camera with picture-quality scoring, procedural pickup animations, bicycle physics, UFO behaviour, quests, inventory, and audio zones driven by doors, windows and world state.
C++AI behaviourIK and procedural animationAudio systems
WebAndroidiOS
A browser survival action game with pixel-art Brainrot characters, released in October 2026 on Playgama, CrazyGames and GamePix. Auto-firing weapons, XP, chests, bosses, a timed Backrooms escape and permanent upgrades between runs. Written in TypeScript on HTML5 Canvas with a custom 2D engine, bundled by esbuild, with touch and desktop controls and the Playgama Bridge SDK for saves and ads. A new version is in development.
TypeScriptHTML5 CanvasCustom 2D engineesbuildPlaygama Bridge SDKTouch controlsPixel art
Networked Physics Platformer
Solo project, C++ with SFML and Box2D
Source available
WindowsSource
Authoritative host, client-side prediction, snapping and interpolation correction, custom socket wrappers and a full packet flow from handshake to disconnect. I tested it across remote machines and under simulated latency and packet loss using Clumsy.
Client and serverSFML socketsBox2DPrediction
Neural Network Flappy Bird
Solo project, C++ with SFML
Source available
WindowsSource
A population of feed-forward-network birds trained by a genetic algorithm: fitness selection, crossover, mutation, and a second window visualising the selected bird's network at runtime. A 100-bird run produced a first-generation bird scoring over 18,000.
Neural netsGenetic algorithmFixed timestepVisualisation
DirectX 11 Graphics Demo
Solo Graphics Programmer
Executable and HLSL source
WindowsDirectX 11
Tessellated heightmap terrain with distance LOD, height and slope material blending, normal and displacement mapping, animated water, directional, point and spot lighting, shadow mapping and a multi-pass bloom pipeline, all tunable at runtime with debug views.
DirectX 11HLSLTessellationShadow mappingBloom
Project Trigram
Programmer and Audio Designer
Finished
PCitch.io
Completed Unreal Engine team project. Gameplay implementation, AI-driven behaviour and audio presentation delivered through to release with a cross-discipline team.
C++UnrealAIAudio
Smaller prototypes
C++, PS Vita framework and Blueprints
Jam and university projects
PS VitaWindows
Bames Jond, a top-down PS Vita action prototype. A C++ boids flocking simulation. Deja Dune, an Epic MegaJam 2025 time-rewind dune surfer built from scratch in Blueprints with original audio.
BoidsPS VitaEpic MegaJam 2025