I’ve worked on many projects - in a professional capacity, for University, and in my own time. From them I’ve:
Developed a keen understanding of rapid prototyping, iterative development, QA and playtesting.
Become skilled in a wide variety of design disciplines: environment design, balancing virtual economies, game-feel prototyping, live experimentation and A/B testing, dialogue writing, and QA testing.
Gained dozens of hours of experience with industry standard software like Unity, Maya, Photoshop, and various version control platforms.
Below I’ve catalogued the projects I’m most proud of, but you can find most games I’ve personally made on my itch.io page.
Games I’ve worked on.
These are games I’ve had the opportunity to work on in a professional capacity, but did not myself create.
Fruit Ninja®
Year: 2022-2024
Platform: Mobile
Engine: Unity
Description: I had the privilege of working on this iconic mobile game from Halfbrick studios for over 2 years. In that time I: designed UI, created desirable items players could unlock and earn, balanced virtual economies, and iterated over many version of core mechanics to find satisfying interactions and good game feel. I also gained valuable experience running a live-service game, i.e. staged releases of new content via updates, and parsing aggregated user data to optimize metrics like retention or monetization.
All views expressed here are my own. Fruit Ninja® is a trademark of Halfbrick Studios Pty Ltd and is protected by copyright. All rights reserved.
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Games I’ve made.
These games are my original creations - made either by myself or with a group of peers.
QFES Firetruck Simulator
Year: 2022
Engine: Unity
Platform: PC (Browser)
Description: One of my final subjects at University connected students with an industry client, who provided a brief for a game or similar piece of software. My client was the Queensland Fire and Emergency Service - specifically the rural, volunteer branch - who were in need of a training simulator for one of their vehicles. Over a semester, myself and three other students developed one for them. For this project I handled virtually everything besides 3D modelling and texturing: I handled all design, testing and QA, the majority of programming, and I served as auxiliary liaison with my group’s client.
Team Members: Dylan M (Producer), Lewis O (3D Artist), Jacob F (Programmer)
Runs in Browser - turn on 'Hardware Acceleration’ in your browser’s settings for best performance.
Shader Demo
Year: 2021
Platform: PC (Browser)
Engine: Unity
Description: A small demo showing off a collection of shaders I made in Unity using its Shader Graph tool. They cover a broad range off effects, from using scrolling normal maps to create realistic water, to using vertex displacement to create the illusion of wind affecting foliage, to making parts of an object glow, either to add visual flair to an animation or to highlight an object for the player. They (and the skills I acquired while making them) have allowed me to add far more unique visuals to my projects.
Runs in Browser - turn on 'Hardware Acceleration’ in your browser’s settings for best performance.
Mountaineer
Year: 2022
Engine: Unity
Platform: VR, PC (demo)
Description: Mountaineer is a VR game I developed with two peers during university. In it, the player must climb up a mountain, using only their hands. The player can scale cliffs by placing their hands on top of grips and handholds, and can walk on level ground by making an ambulatory motion with their hands. I created the initial concept, and a PC prototype for it, and then later fleshed out the game in VR as part of a team, during which time I handled level design, and creation of the player’s movement (design, programming and testing). The final product is not as fleshed out as I would like, there were fun pieces of side content planned that would have rewarded players for exploring optional parts of the mountain - but (a few bugs aside) I’m proud of the way it feels to play, and learned a wealth of information on developing in VR from it.
Team Members: Callum W (Programmer), Sean C (3D Artist)
Use of 3rd party assets: Skybox, SFX, Water Shaders (full breakdown available at game’s itch.io page linked below).
Runs on PC. Follow the download instructions to install the game.
Designed/Tested on a Meta Quest 2 headset. Follow the download instructions to install the game.