My passion for games began early in life, ever since I was young I have been playing games and am still just as passionate
about gaming today. I am an insightful graduate who enjoys creating mobile games and gained a first class honours
degree in Games Technology at the University of Bournemouth, currently seeking a position within the industry as a student of CDE.
Mobile Game Design
Designing game concepts for mobile apps, programming with C# using game development tools such as
Corona SDK and
Developing in languages such as C++ and C# along side graphical APIs including
OpenGL. As well as creating applications using Unreal engine 4. with C++
Development in web design using HTML and CSS (e.g. this portfolio). Additionally, experience with Microsoft Office ( Word and
This was one of the first games I made using C++ in conjuction with Allegro.
The game is a simple platformer in which the user has to navigate to a certain area of the level to proceed; avoiding
enemies and jumping from one platform to another.
As a first project I feel like the quality of work is of a high standard, although imrpovements can always be made.
Changes and imrpovements include such as adding sprites and imrpoving the collision classes but overall I am proud
of what I have created.
A 3D model of a Walker Bulldog tank, this project aims to show off my hard modelling skill set. This was one of the
first models I had created within Maya so renderings may not be to the best quality.
The main components that make up the tank have been created by extruding basic shapes pre set in Maya to fit a blueprint
of the tank - one of the things I was most proud of was how closely the shape of my model matched the shape of the
actual tank. The most complex aspect of this model is the tracks, which were created through the use of duplication,
lattices and a bend deformer. Mapping on the tank was done within Maya and involved unwrapping the model and painting
directly onto the UV map.
Zbrush Model Zero
This was the first attempt at organic modelling in Zbrush. This was extremely fun to undertake and the end
result isn't half bad either!
It defiently lacks some features and I know with more time I could make it look much better and my aim is to work
on it during my free time - just to keep improving because I feel with a project like this improving it can never
The model itself is based from a character from the Mass Effect Series; Tali (from an alien race known as 'Quarians'.)
If you compare the model created in Zbrush to the actual character from the game I feel as though it resembles the
character quite well.
Overall, something I am quite proud of!
Urban Street Scene
Working for a PhD student at Bournemouth University I was asked to design a small urban street scene for a psychological capacity.
The aim of the research was to gauge how observant an individual was depending on age and other varying factors.
This meant the scene had to have some realism without being over the top with detail; it needed to look good but not distract users.
Working as the sole developer it was my responsibility to meet specific requirements set by the student/supervisor, set specific deadlines and then of course meet them.
The whole project took roughly 30 hours and both myself and the PhD student were pleased with the final result; the last thing left is to gather data and hope that there is a strong correlation!
Final Year Project
During my final year at Bournemouth University I undertook my final year project which included a ten thousand
word dissertation. I worked with a few ideas but decided to narrow down my research into how effective the Unity
engine is for creating 2D mobile games for someone like myself (a student or start up developer).
In addition, a short paper regarding the subject of the dissertation was entered into the
Edutainment 2017 conference where it was accepted by
a panel of judges and I personally presented the paper at the conference in June. The paper has been published in
the Springer Lecture Notes in Computer Science (LNCS) series.
A full abstract is available to read:
The Unity 3D engine is used by a large majority of developers to create games. It owns a forty five percent market
share and is considered one of the biggest development tools today; this is due to its simple and fast development
process which allows for rapid production of game prototypes. However, with over a hundred different options available
to develop games, one must ask whether using an engine such as Unity to generate simple 2D mobile games is necessary.
This paper aims to discover whether the use of the Unity engine is appropriate for beginner developers who are looking
to create 2D mobile games whilst also providing insight into how influential Unity is within education and whether
learning more programming orientated applications is beneficial in regards to universal application and longevity.
This was the second major character sculpt using Zbrush. The model is based on a 'Big Daddy' from the 'Bioshock'
series, more specifically the second game in the series.
When thinking of what to create for the next character using Zbrush I wanted to create something different from
before yet still use a somewhat human form to use as a base, this is mostly down to human bases are easier for
beginners to sculpt from then something more abstract.
I tried to model the character as closely to the reference model which in my opinion looks like a very close
resemblance and later used Substance Painter to add colour textures to the model.
This is certainly an improvement from the first character I modelled using Zbrush and the use of Substance
Painter for the texturing really helped it stand out from other amateur level work... Something I am eager
to show people whenever I have the chance!
This project was a collaboration of the psychology and gaming department at Bournemouth University. I was the lead developer for a game in which
users had to complete tasks by selecting the correct icons that were associated with that task (e.g. 'Hoover Up' was associated with a 'Hoover' icon.)
The research aimed to determine whether or not aesthetics of icons and relatable items were retained over time more so than less aesthetic icons.
The demo shown has placeholders for icons but the mechanics of the game can be understood; every time you start a task and a set of icons appear
in which there is normally only one correct icon to complete the task, users get three chances to guess correctly before being failed.
Performance is logged on how long each task took, what icons were chosen and time taken to guess each icon. The game finishes with a small survey
and participants were required to play the game everyday for a set amount of days.
The results are saved locally and uploaded to an ftp server via requests so the data can be accessed from different team members wherever they may be.
This project really helped me hone my skills for this type of work; understanding what type of data is needed to make a meaningful correlation and it also helped me further my knowledge of ftp uploading/downloading conventions.
The game was developed using Unity and the artwork was designed by another student - if there are any queries about this work or need to contact the researchers behind it please don't hesitate to get in touch.
This game took roughly thirty hours to complete with a few months experience with Unity. It is definitely one
of the best games I have made - artistic wise as well as programming. Currently, the game contains a few bugs (nothing
game breaking) but after they have been smoothed out and the game has more depth to it, I will pursue getting it
onto the app store for android phones.
There is a GitHub repository avaliable if there are any queries regarding the code/project.
As previously stated, the game is made with Unity and C# as the primary language - other assests were used from the
web as well as the assest store inside Unity itself.
Finally, the recording may look a bit 'laggy' - this is because whilst capturing the screen to record the gameplay
the video latency drops - there is an FPS counter in the video which shows the true FPS of the game and not the
Feel free to play (Please note this will not work in Chrome!)
A level designed in Unreal Engine 4. The task was to create a level which was based on a scene from a film
whilst also maintaining the element of multiplayer playability. I decided to re-create Night at the Museum - specifically
the main hall in the film. I felt it was unique - researching online I found that most level designers chose sci-fi
or medival films which is most likely down to the fact that it inherently has playability.
I chose this scene because I wanted to see if I could make a level base on a film which has no relation to violence
etc. and create something which was playable - and looked great.
This was my first attempt at creating an application using Leap Motion support. Using basic scripting within
Unity (C#), motion controls were set up so that blocks could be created from other block faces with a touch. In
order for blocks to spawn on the faces of other blocks the normals were determined and then spawned on the corresponding
Later, voice controls were implemented in order to extend the interactions. As seen in the video, users can state
what type of material the block should be, zoom functionality and a few controls which help navigation.
I enjoyed creating this application as it allowed creative freedom and helped expand my knowledge of augmented reality
and Leap Motion. I feel as though it looks relatively professional, albiet a little on the basic side.