Past Games and Employment Experience

I have been working as a freelancer in Unity since I graduated, receiving a first class honours in Computer Games Arts from UCA in Farnham. Cumulatively, this adds up to 6 total years of Unity experience, with three of those years spent running my freelance business. On this page you will find examples of my work, from my recent professional endeavours all the way back to my studies at university.  Details on my current personal endeavour, Compression, can be found on the homepage of this site.

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Lunaris Games

Since 2019, I have been in a long-term freelance work relationship with Lunaris Games, an indie studio focusing primarily on Otome visual novels, but who are now looking to expand more into the core games market. Some Lunaris projects were made in Unity, with others running in Ren'py. My responsibilities across the Lunaris portfolio have been numerous, including:

  • Some UI Design, UI Implementation (Errant Kingdom (2022), Call Me Under (2022), When the Night Comes (2021)

  • Unity Gameplay Programming and Design (Errant Kingdom (2022) (Arcade mini-games), In The Blood (TBA).

  • General Unity development and project maintenance, NaniNovel plugin implementation (Errant Kingdom Early Access version (2019)).



In early 2020, I did some short-term work for a Norway-based company called Eduplaytion, on their educational game Numetry. My responsibilities included:

  • Prototyping gameplay elements.

  • Designing fun and engaging puzzles and mechanics.

              Numetry is still in production, but my working relationship with the company ended amicably in the second half of 2020.


The Last Raptor

The Last Raptor was my final year project for university, a stealth game prototype in which players take on the role of a vengeful dinosaur as she reclaims her home from a time-travelling robot army! This vertical slice was an entirely solo venture, in which I was responsible for the art, design and programming of every element.


Outside of a few edge-case scenarios, I avoided using store bought plugins or assets in favour of doing as much work myself as possible, to gain an understanding of a wide range of systems and how to implement them. In particular, I was proud of the dynamic kill animations, which would change depending on the position of the player when executing a takedown. I learned an enormous amount from working on this project, and as a result I am essentially fluent in creating stealth-based game AI.


Raise The Black (VR)

Raise The Black was a playable prototype VR hack-n-slash game developed by myself and two other students during my studies at UCA. I handled all programming and Unity aspects of development, as well as assisting the other team members with technical art and PBR texturing.


I was responsible for learning how to integrate the HTC Vive into Unity, which proved quite a challenge given that consumer VR was still in its first year of availability at the time, and the developer tools were still in beta. I was also responsible for figuring out how to achieve good hit feeback and collision detection when using VR swords, setting up a complex animator tree so that enemies could respond to hits from different directions visually. Additionally, a notable tech art contribution of mine was the pictured section of the pirate ship, which I textured in substance painter. Were I to re-approach this work now with the benefit of years of experience, there is much I would change, but I am still proud of what we achieved during only our second year of a three year university course.



Inertia was a mobile space-themed runner game developed as a four-man student team. I handled all programming and Unity work, whilst the other group members handled art and UI. In the video clip, the player has been made invincible and levels have been shortened, to showcase all three stages. While I feel some of the art implementation could have been slightly better, I am overall very satisfied with what we accomplished on this short, high-intensity university module.


National Film and Television School (Teaching Role)

Since late 2019, I have been working part-time at the National Film and Television school in Beaconsfield as a technical support tutor on their Games Design and Development MA course. This usually consists of one day a week of in-person teaching, though nearer to deadlines I sometimes work up to three days in any given week. My responsibilities include:

  • Writing and delivering workshop content covering Unity, C#, as well as game design theory. 

  • Assisting with debugging, design advice and general student queries during projects.



From 2018 to 2021 I worked part-time at kids' coding workshop company Spark4Kids as an employee. My responsibilities were:

  • Delivering in-person workshops in C# and Unity to kids aged 8 and above. 

  • Writing, recording and editing video workshops in Unity and C# aimed at kids 8 and above, including a weekend workshop teaching attendees how to create a basic game for the Samsung Gear VR headset. 

Micro-projects and Experiments

Below is a collection of things I have made and either a) been unable to finish or develop further due to time constraints, b) were never intended to be more than a fun side-experiment or c) simply did not work out in the way I had hoped and therefore were discontinued. 


I found a free asset which contained an FPS game character controller complete with functioning weapons. However, I thought the weapon handling felt very barebones and incomplete, so I set about trying to improve one of the weapons as a fun challenge. 

For a while, I considered remaking 'The Last Raptor' and developing it into a full release. The project ultimately fizzled out due to time constraints and professional commitments, but I am still very pleased with the animator controller I set up for the raptor, which was modelled and animated by my friend and colleague Dan Marian.

A while ago I began development on an arcade mech shooter. This project is currently on-hold, but I intend to return to it someday.