// GAME DEVELOPER · UK
I'm Andy, a developer building gameplay, graphics, and tools in Unity and Unreal. Here's a selection of projects.
I make games and game tech, mostly around 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.
2024Systems-heavy pub-management sim prototype focused on gameplay architecture and rendering tech.
2025In-progress word game built around bend-based word validation.
2026Custom Unity stained-glass design tool with preview, export and fabrication support.
Bounding Volume Hierarchy generation for 3D meshes - collision and ray-cast acceleration structures.
2026End-to-end analytics and LMS platform spanning Unity telemetry, web reporting, admin tooling and database layers.
Production-ready surgical training product built across 2D, 3D, video and 360 learning content.
2026Specialist VR technical-art work spanning dense bowel simulation, microvilli rendering and headset-level optimisation.
2025Legacy VR environment rework covering remeshing, UV cleanup, rebakes, materials and optimisation.
Stylisation shaders — cel shading, Kuwahara filter, edge detection outlines.
2023Boost-and-drift racing game with machine-learnt competitor drivers.
Award-winning final-year project: procedurally animated active-ragdoll creatures with GPU-instanced interactive grass.
Reinforcement-learning locomotion study focused on active ragdoll traversal and control.
2D swing-based platformer focused on traversal feel, readable hazards and visual atmosphere.
Final-year collaborative mini management game — sushi van.
Outdoor vertical slice — Australian farmer rescuing cattle from a wildfire.
202350-hour 'Pencil, Chisel, Code!' game jam entry — 2nd place overall.
Underwater prototype exploring movement constraints, reactive creatures and custom asset workflows.