Your full stack Unity Engineer is here! Highly specialised in Unity development covering all aspects such as Scripting, UI, Animators, Kinematics, Physics, Player Controllers, Addressables, Optimisations, Multipler Netcode, Cross platform, 2D, 3D. Everything from small gameplay features to full on system architecture.
You name it, I'm the guy for all of your needs!
Kong is back! Rebuilt using Unity WebGL as a throwback to the original interactive studio from the early 2000s, this project lets you dive back into the world of Gorillaz. This project was led by Observer Interactive and Eleven Management.
I had the incredible opportunity to collaborate with the band to bring back a piece of gaming history. Steeped in lore and 90's nostalgia we rebuilt the Kong Studios into an interactive 3D experience filled with secrets and cameos from Gorillaz characters.
I led the implementation of all gameplay and core systems. A key challenge was achieving smooth performance across desktop and mobile browsers. I addressed this by using Unity Addressables to manage runtime asset loading, packing sprites into atlases with Texture Packer, and introducing pooling systems to cut down on memory allocations effectively reducing the build size by 50%. I also optimised particle effects and replaced many Animator components with PrimeTween to boost frame rates within WebGL’s single threaded limits. Additionally, I built modular, reusable interaction systems, which accelerated development and improved maintainability, ultimately ensuring a performant and scalable product.
Weird farming meets silly physics in Southfield! This flip-flopping farming game allows players to combine chaotic crops with unpredictable effects, build their dream farmstead, and experiment with playful machinery.
Become a Bud – big, bouncy, and extraordinarily uncoordinated! You’ll have a blast, speeding across the colourful landscape, meeting the locals, and completing quests.
On Southfield, an open world, physics, multiplayer game, I was responsible for developing complex player and vehicle systems, as well as advanced physics-driven features such as active ragdolls, Animator IK, and interactive physics toys. This project had the challenge of synchronising the positions and physics of hundreds of networked objects in real time. To solve this, I leveraged Unity’s Job System to build a performant pipeline that compressed transform data, batched multiple objects into a single RPC, and implemented client-side prediction and interpolation for smooth playback. Alongside this, I contributed to core gameplay systems including the crafting system and player controller, ensuring they integrated seamlessly into the wider multiplayer framework. These optimisations significantly reduced network overhead, improved frame rates, and delivered a stable, responsive experience for players at scale.
During my time at Neon Play, I created a range of mobile games that progressed through market testing. I was responsible for conceptualising ideas, rapidly prototyping mechanics, and refining them into polished, market ready titles. This role demanded creativity, speed, and technical precision, as well as the ability to iterate based on testing data and user feedback. I learned a lot of what makes a trending mobile game.
Prison Drop is a silly physics-based ragdoll racing game in which players must escape captivity by hurtling downwards as quickly as possible. The gameplay pits the player against three simulated opponents, creating fast-paced and unpredictable races. I designed and implemented the core mechanics, including ragdoll physics, obstacle interactions, and AI-driven competitors. The challenge was to balance the comedic chaos of ragdoll motion with responsive controls, ensuring the experience felt both silly and satisfying. Players must dodge and weave through hazards to maintain momentum, with victory going to the first racer to reach the bottom and claim their freedom.
C.O.P.S. (Computer Operated Police Simulator) was a training platform developed to deliver precise learning outcomes for law enforcement. I was responsible for designing and implementing the core gameplay systems, ensuring that the software met strict training objectives while remaining engaging and intuitive for end users. The simulations had branching scenarios and RPG-style decision making trees to create varied and realistic training experiences. Used for several years by five regional UK police forces, C.O.P.S. demonstrated the need for reliable and repeatable digital training.
Railverse is a training simulator developed for the rail sector, designed to deliver a wide range of scenario based learning outcomes. Much like C.O.P.S., it was built to provide engaging, interactive training, but tailored to the needs of rail operators. Railverese accommodates a diverse use cases including health and safety protocols, customer service interactions, and emergency response training. The product was adopted by multiple rail clients across the UK, requiring flexibility to meet different organisational requirements.