// GAME DEVELOPER · UK
I'm Andy — a developer working across Unity and Unreal on gameplay, graphics and tools. Below is a selection of shipped, in-progress and shelved projects.
2024Long-term project — core tech and gameplay systems for a pub-management sim.
2025A Balatro-inspired word game. Word validity scales with bend allowance based on length.
2025Bounding Volume Hierarchy generation for 3D meshes — collision and ray-cast acceleration structures.
End-to-end analytics platform spanning Unity telemetry, web reporting and database layers.
Production-ready surgical training product built across 2D, 3D, video and 360 learning content.
Visually dense specialist VR sequence with animated villi and headset-level performance constraints.
Legacy VR environment rework covering remeshing, UV cleanup, rebakes, materials and optimisation.
2022Stylisation shaders — cel shading, Kuwahara filter, edge detection outlines.
2023Boost-and-drift racing game with machine-learnt competitor drivers.
2023Active ragdoll animation with reinforcement learning.
2023Procedurally animated active-ragdoll creatures with GPU-instanced interactive grass.
2023A 2D swing-based platformer prototype focused on movement feel.
2023Final-year collaborative mini management game — sushi van.
2022Outdoor vertical slice — Australian farmer rescuing cattle from a wildfire.
202350-hour 'Pencil, Chisel, Code!' game jam entry — 2nd place overall.
20232D underwater exploration prototype with reactive creatures.
I make games and game tech. My work spans gameplay programming, shaders, procedural systems, and the occasional ML experiment. I like projects with a clear feel-goal — drift, drag, weight, snap.
Tooling I reach for: Unity (C#), Unreal (C++), HLSL / Shader Graph, and a stack of side-experiments in algorithms and animation.