Projects

Liquidus

Liquidus

“Liquidus” is a first-person, narrative-driven, puzzle game set on an aqueous planet. The planet is in peril because the Solidus have destroyed the water geodes and left the inhabitants to dry up. As a last resort, the Liquidus aliens have abducted the “Plumber of the Universe”. As the plumber you must solve puzzles, repair pipes and traverse a rich alien landscape using ancient mechanical mechanisms left by the planet’s elders. Your goal is to restart the geode and ward off the Solidus, returning the planet back to peaceful harmony.
The player will navigate the complex cave geode under the watchful eye of the Liquidus aliens. To restart the geode, the player must redirect liquid to power water wheels, mechanical devices and push objects. The puzzles are accompanied by detailed fluid simulations. The fluid is implemented into engine using my own custom system which reduces the footprint of the simulations by up to 90%. This allows the fluid simulations to run efficiently on a range of hardware with little performance impact.
I created this work as part of my third year at university in response to an open-ended brief. I was tasked to create a playable game demo with custom mechanics and assets. Additionally, I have incorporated my dissertation into the project by testing the feasibility of the custom fluid storage system within a game environment. From a young age, I have loved fluid simulations and wanted to integrate them into a game; this project has allowed me to achieve this ambition.
This project has been a step up in the quality of my production capabilities. I have used my skills to create a realistic, large scale game environment where all aspects are created in house. This includes music, sound effects, models, textures and code.

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Video Geometry Cache Research

Video Geometry Cache Research

VGC is an abbreviation for Video Geometry Cache. VGC is a new, in-house alternative to Alembic Geometry Caches designed for exporting, storing and playing back pre-calculated fluid simulations.

I need your help to test the quality of Alembic vs VGC. If you are interested and have a spare five minutes, please come and take a look.

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Opacity Mask

Opacity Mask

I have had a fantastic weekend taking part in The Global Game Jam 2026, working to produce a game centred around this year’s theme of “mask”

Creating an idea that met the theme while being outside the box was a thought-provoking task. I pitched a mechanic for drawing opacity masks onto meshes to solve puzzles.

It was a privilege to work with Ryan who created the 3D assets, 2D signage and created most of the puzzle levels.

I am incredibly pleased with the project outcome and impressed by the mask collision system which uses voxels to approximate a collision mesh in the shape of the masked material.

See the Global Game Jam page here: https://globalgamejam.org/games/2026/opacity-mask-9

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Stories from the Event Horizon

Stories from the Event Horizon

Stories from the Event Horizon is a winning entry in the Young Creative Awards Nottingham 2025 Animation & Digital Media 19-24 category!

“Stories from the Event Horizon” is a groundhog, time loop game with an emphasis on an intractable narrative. The game takes place on a spaceship designed to unlock the mysteries of black holes. A catastrophic failure occurred, causing the ship to be consumed, lost beyond the black hole’s event horizon. All hope was lost, until a tech support representative received a call from a member of the crew. You are part of a story being recounted in an inquiry by the tech support representative. Your goal is to explore a plethora of different and sometimes comical endings by following orders from the tech support representative to escape the doomed ship and time loop. I have created custom shaders and utilized clever level design tricks to create a non-Euclidean spaceship layout. My favourite part of the project was seeing the final blackhole physics simulation in engine for the first time.

This project has seen a step up in my production capabilities. I have created all aspects of this project including the music, sound effects, models, textures, and code, all to a realistic standard, in house. I have not had to source any resources from online.

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TIC is Alive

TIC is Alive

TIC is Alive is a winning entry in the Young Creative Awards Nottingham 2024 Animation & Digital Media 19-24 category!

“TIC is Alive” is a 3D, puzzle platformer with a heavy narrative focus, centred around the TIC system which replaces traditional computer architectures. In the game you play as TIC, a Transfer Instruction Commander, with the goal of delivering data packets. The path is not straightforward; you must solve logic puzzles using your electron gun. Electrons power puzzle elements when they are fired into receptacles, these pair with the games interactive logic system which has logic gates forcing the player to think logically about the puzzle. To make level design easier, I have programmed a logic system which allows actors to easily communicate with each other. This has resulted in huge time savings when creating the levels for TIC is Alive.

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Scrap, Appliances & Evolution

Scrap, Appliances & Evolution

Winner of the 2023 Confetti Games Technology Game Jam! You are a coffee machine – your purpose is to make coffee. But what’s the point of a coffee machine if no one is left to drink the coffee? Scavenge in this apocalyptic landscape to find scrap and evolve. This project was created over three weeks in a pair with my friend Qasim Hussain. I focused on code and level design while Qasim worked tirelessly on the models. Our efforts were combined to produce this 2.5D, puzzle, platformer. I am pleased with the last-minute addition of the dam explosion and the scrap flooding the desolate city, it was a fantastic way to end the project and an introduction for me creating simulations in blender and importing them into Unreal Engine.

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Artefact: Nottingham Archives

Artefact: Nottingham Archives

Artefact: Nottingham Archives has been nominated in the Young Creative Awards Nottingham 2023 Animation & Digital Media 16-18 category!

“Artefact: Nottingham Archives” is an interactive experience designed to promote Nottingham, Nottingham culture and encourage visitors to the area. It achieves this across four unique environments, each with an individual mini game. You will get to venture into the Nottingham Archives to collect artefacts with your floating companion, ANA, the Automated Nottingham Assistant. ANA will call the interdimensional lifts and give helpful and interesting facts about the areas you visit. The interdimensional lifts allow you to travel to different areas and time zones in the Nottingham Archives to collect artefacts. It was a challenge to create multiple mini games in a short time. Even though the games are short to play, they still take a long amount of time to produce. I felt that this resulted in a quantity over quality situation.

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Data Breach: MP

Data Breach: MP

Data Breach: MP was created in three days and offers a different take on the classic tower defence formula. Two players are attempting to “hack” each other’s computers by sending different, physical viruses across the desk to the others pc. The players must defend themselves by building different peripherals to stop the viruses in their tracks. There are no waves, players play at the same time, sending viruses or building defences to suit their needs. I am proud of the defences AI because it predicts where a virus is going to be, aiming ahead and reducing the chance of a projectile missing as the virus moves out of the way.

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Gorillas VS Appliances

Gorillas VS Appliances

A family friendly, top down, twin stick shooter that allows players to face off in a furious, fast-paced battle of Gorillas VS Appliances. Play as a 1v1 or a 2v2 on team gorillas or team appliances. It was a challenge to balance the teams across the characters varying stats while keeping gameplay fair and fun. I settled on each character having an equal opposition on the opposing team. Playtesting this project with my peers was incredibly fun and a memorable experience. I am pleased with my camera management system which always keeps all players in view on one screen while remaining fluid and smooth.

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The Descent into Corruption

The Descent into Corruption

The Descent into Corruption is the result of a weeklong project to turn a beloved video game character into a pseudo horror project. The game is corrupted, evolving and alive. The player must pass each stage before facing the final challenge, quitting the game. I recreated most of the mechanics from the original by playing the game, taking notes and planning how they could be efficiently scripted in Unreal Engine’s Blueprint. I have enjoyed looking at other games and pondering how they are programmed. This has led to the amusement of creating my own version with my own code.

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Just Leave the Room

Just Leave the Room

Winner of the 2022 Confetti Games Technology Game Jam. All the player needs to do is “Just Leave the Room”. A trivial task at first, but the player will soon realize that there is no way out and there is no happy ending. The player must solve puzzles to open the exit door only to have the player seamlessly be turned around and sent back into the room. As the player progresses, they find a time travel device which allows them to time jump to another point in time. In this project, I developed a clever teleport system that turns the player around without them noticing, helping to amplify the bewilderment of the player because they have not managed to leave the room yet.

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Covalency

Covalency

Covalency is an early demo of a perpetual, point based mobile game. The player is on an intergalactic spaceship that is falling apart! To fix the ship the player must duct tape windows, pump fuel and push the correct buttons all while aiming for the highest score and not losing lives. In this project, I have programmed an endless system that increases difficulty based on the players score and health. The difficulty system is designed to be accommodating for new players and a challenge for returning players. I have enjoyed creating the ship damage events that the player must fix to survive.

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Tiny Rooms

Tiny Rooms

An environmental design project contained in a five-by-five-meter room. The player can time jump between the 1980s and an undisclosed date in the future. This enables the exploration of a rich environment across a decayed and new time. I challenged myself to add a time travel mechanic because it required the creation of two environments in one. I enjoyed remaking the pristine, uniform models as decayed, overgrown versions by warping, breaking and aging them. This was the first project that Blender truly clicked for me; since this project, I have felt confident in my ever-growing 3D modelling capabilities.

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