Published Work

GUG

Details


Project Type: Own IP

Role: Senior Game Programmer

Team: 4 Programmers, 1 Designer.

About


GUG is a procedural creature battler where you create creatures with procedural abilities that are generated and compiled at run time. The USP for the game is that each creature is unique and the code for the creatures ability is generated dynamically during gameplay.

On this project I was in charge of all the gameplay client side programming, which involved building all the standard gameplay systems and architecture from scratch and taking the gameplay from prototype to production ready code.

The game is based on ECS where every thing in the game is an entity and all the data is managed through a centralised data management system that uses ECS data querying. This allowed for the very dynamic aspects of the game to be managed so that based on the generated code for an entity the game client could react accordingly, assigning different behaviours and UI elements based on the sorts of data the entity had. Any entity could have any data and the procedural code was able to change almost all the core aspects of an entity to very interesting ends.

I also developed a visualisation system that reacts to data changes. After every action that the ability system runs, it outputs a stream of data changes which is then processed. Then the processed stream is analysed by the Visual Observer system which contains lots of easy to write modular observers for different visual effects, if the data change matches the observers condition, the visual effect is run.

The game was released on the 24th of August, 2025.

Viewfinder

Details


Project Type: Porting

Role: Senior Programmer

Team: 1 Senior Programmer, 1 Lead Programmer, 1 Senior QA

About


I played key role in porting Viewfinder to PS5 & PS4. For most of the project I was the sole programmer working on the PS5 version while the lead programmer on the project worked on the PS4 version. Once the PS5 port was done I also worked on the PS4 version of the game.

While working on the PS5 Port I was tasked with designing and implementing many of the PS5 Controller Features. This included designing and creating the haptic vibrations played by the controller as well as implementing other controller features.

A big part of the project involved implementing much of the platform specific functionality like serialisation, controller management, user management, platform dialogs and much more.

Another big part of my role on the project was working very closely with QA to make sure that the game met all the TRCs so that it could pass console certification.

The game was released on 18th July 2023.

Hellboy Web Of Wyrd

Details


Project Type: Porting

Role: Senior Programmer

Team: 2 Programmer, 2 Senior Programmer, 1 Lead Programmer, 1 QA, 2 Senior QA

About


I worked as a key member of the team porting Hellboy Web of Wyrd to PS5, PS4, Switch, Xbox Series X|S and Xbox One. During the project I worked closely with the other programmers to establish a framework for porting so that we could share work where appropriate across all platforms as well as other projects. This enabled us to much more easily develop platform specific and platform agnostic features that could easily be used across different platforms and different porting projects.

A big part of the project involved implementing much of the platform specific functionality like serialisation, controller management, user management, platform dialogs and much more.

One of my focuses on the project was optimising the game so it could better run on the lower end platforms and meet performance targets.

Another big part of my role on the project was working very closely with QA to make sure that the game met all the TRCs so that it could pass console certification.

The game was released on 18th October 2023.

Distant Kingdoms

Details


Programming Language: C#

Engine: Unity

Project Type: Own IP

Role: Programmer

Team: 5 Programmers, 4 Artists, 3 Designers , 1 QA, 1 Producer and several contractors for Animation, Sound and UI.

About


Distant Kingdoms is a fantasy city builder game on PC that I worked on as a Programmer, it was published by Kasedo.

For this project I was initially a Junior programmer but was then promoted to Programmer, I had multitude of roles and responsibilities that spanned the entirety of the code-base but primarily I handled a large portion of the gameplay mechanics implementation.

The game released into early access on May 5th 2021