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Gallery
Click on a project to view its features and GitHub repository

Custom Smartwatch Watchface
I created a Tizen watchface with C and C++ in the style of an aircraft altimeter as a personal project.
This clip demonstrates the animation of the second and minute hands, as well as a brief look at the ambient mode of the watchface.
Key Features:
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Shadows under each hand; adds depth, dimension, and brings the watchface into the real world
∙ Date/Day readout, styled to look like an altimeter setting window
∙ Battery level indicator, styled after fuel and volt gauges
∙ Ambient mode, styled after green glow-in-the dark cockpit instruments
∙ Low power mode, with reduced display output and styled after red glow-in-the dark cockpit instruments
∙ Modelled after real-world aviation cockpit instrumentation for an unparalleled aesthetic
More information on my design methodolgy, research, and technical features can be found on my GitHub for this project:
This clip demonstrates the animation of the second and minute hands, as well as a brief look at the ambient mode of the watchface.
Key Features:
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Shadows under each hand; adds depth, dimension, and brings the watchface into the real world
∙ Date/Day readout, styled to look like an altimeter setting window
∙ Battery level indicator, styled after fuel and volt gauges
∙ Ambient mode, styled after green glow-in-the dark cockpit instruments
∙ Low power mode, with reduced display output and styled after red glow-in-the dark cockpit instruments
∙ Modelled after real-world aviation cockpit instrumentation for an unparalleled aesthetic
More information on my design methodolgy, research, and technical features can be found on my GitHub for this project:

Angels High: Weapons Free
My VR-Enabled Bachelors Degree final project; a solo-developed flight simulator and sat-down virtual reality experience I created in Unreal Engine 4 with C++.
This clip demonstrates some of the realistic flight physics.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
This clip demonstrates some of the realistic flight physics.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

Impossible Rescue
A 2.5D single-screen platformer that I helped create as one of my first games developed in industry-imitation development environment.
It draws inspiration from Impossible Mission and Shadow Complex, and is created with the Cocos2Dx engine and C++.
As Danielle, you'll use your trusty robot companion SHADOW to traverse a Martian security complex, hacking its systems to unlock new areas and save the president of Earth's daughter.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
It draws inspiration from Impossible Mission and Shadow Complex, and is created with the Cocos2Dx engine and C++.
As Danielle, you'll use your trusty robot companion SHADOW to traverse a Martian security complex, hacking its systems to unlock new areas and save the president of Earth's daughter.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:

Donut Roller
A candy themed 3-lane endless runner made in C# with Unity.
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:

Nice Day For A Flight
This clip features an F/A-18 Super Hornet rolling by an airfield in VR for my Bachelors final Project, with the virtual controls responding and moving in real time with the player's physical ones.
Created with Unreal Engine 4 and C++.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
Created with Unreal Engine 4 and C++.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

Nova Corps
Hurtling through space and blowing up aliens! This game features unique particle, events, and animation systems!
Created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:
Created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:

Echoes Wastelands
An ice-cold 2D rage game that I helped create in Unity with C#.
Key Features:
∙Triggerzone-activated falling hazards
∙An unused but powerful camera system that allows for many player tracking behaviours such as lock-tracking, box-pushing, and boundary-snapping
∙A custom-made camera shake system
∙A robust key-mapping system that tracks key data like button press time, length of button presses, and allows for many physical keys to be mapped to a virtual key to minimise user effort in mapping actions to code.
∙Collectable objects that unlock aspects of maps and narrative elements
Game and Source on GitHub:
Key Features:
∙Triggerzone-activated falling hazards
∙An unused but powerful camera system that allows for many player tracking behaviours such as lock-tracking, box-pushing, and boundary-snapping
∙A custom-made camera shake system
∙A robust key-mapping system that tracks key data like button press time, length of button presses, and allows for many physical keys to be mapped to a virtual key to minimise user effort in mapping actions to code.
∙Collectable objects that unlock aspects of maps and narrative elements
Game and Source on GitHub:

Cockpit Roll
The beautiful and interactive vitual cockpit reacts to user input in real-time, with controls animated via C++ and transforms.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

HOTAS Demonstration
I added HOTAS support to my flight simulator project, greatly increasing immersion.
The joystick is used to emulate an XInput controller, and the throttle fires key press events at increments that alter your thrust in-game.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
The joystick is used to emulate an XInput controller, and the throttle fires key press events at increments that alter your thrust in-game.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

NovaCorps Walkthrough
I struggle to defeat more than 3 waves of enemies in my own game in this walkthrough!
NovaCorps was created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:
NovaCorps was created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:

Donut Roller Walkthrough
A playthrough of DonutRoll, demonstrating some basic gameplay and respawning as different random donuts!
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:

Impossible Rescue Walkthrough
Long-form gameplay of the game I helped create in a professional studio environment as part of my Masters course.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:

Custom Smartwatch Watchface
I created a Tizen watchface with C and C++ in the style of an aircraft altimeter as a personal project.
This clip demonstrates the animation of the second and minute hands, as well as a brief look at the ambient mode of the watchface.
Key Features:
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Shadows under each hand; adds depth, dimension, and brings the watchface into the real world
∙ Date/Day readout, styled to look like an altimeter setting window
∙ Battery level indicator, styled after fuel and volt gauges
∙ Ambient mode, styled after green glow-in-the dark cockpit instruments
∙ Low power mode, with reduced display output and styled after red glow-in-the dark cockpit instruments
∙ Modelled after real-world aviation cockpit instrumentation for an unparalleled aesthetic
More information on my design methodolgy, research, and technical features can be found on my GitHub for this project:
This clip demonstrates the animation of the second and minute hands, as well as a brief look at the ambient mode of the watchface.
Key Features:
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Shadows under each hand; adds depth, dimension, and brings the watchface into the real world
∙ Date/Day readout, styled to look like an altimeter setting window
∙ Battery level indicator, styled after fuel and volt gauges
∙ Ambient mode, styled after green glow-in-the dark cockpit instruments
∙ Low power mode, with reduced display output and styled after red glow-in-the dark cockpit instruments
∙ Modelled after real-world aviation cockpit instrumentation for an unparalleled aesthetic
More information on my design methodolgy, research, and technical features can be found on my GitHub for this project:

Angels High: Weapons Free
My VR-Enabled Bachelors Degree final project; a solo-developed flight simulator and sat-down virtual reality experience I created in Unreal Engine 4 with C++.
This clip demonstrates some of the realistic flight physics.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
This clip demonstrates some of the realistic flight physics.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

Impossible Rescue
A 2.5D single-screen platformer that I helped create as one of my first games developed in industry-imitation development environment.
It draws inspiration from Impossible Mission and Shadow Complex, and is created with the Cocos2Dx engine and C++.
As Danielle, you'll use your trusty robot companion SHADOW to traverse a Martian security complex, hacking its systems to unlock new areas and save the president of Earth's daughter.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
It draws inspiration from Impossible Mission and Shadow Complex, and is created with the Cocos2Dx engine and C++.
As Danielle, you'll use your trusty robot companion SHADOW to traverse a Martian security complex, hacking its systems to unlock new areas and save the president of Earth's daughter.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:

Donut Roller
A candy themed 3-lane endless runner made in C# with Unity.
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:

Nice Day For A Flight
This clip features an F/A-18 Super Hornet rolling by an airfield in VR for my Bachelors final Project, with the virtual controls responding and moving in real time with the player's physical ones.
Created with Unreal Engine 4 and C++.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
Created with Unreal Engine 4 and C++.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

Nova Corps
Hurtling through space and blowing up aliens! This game features unique particle, events, and animation systems!
Created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:
Created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:

Echoes Wastelands
An ice-cold 2D rage game that I helped create in Unity with C#.
Key Features:
∙Triggerzone-activated falling hazards
∙An unused but powerful camera system that allows for many player tracking behaviours such as lock-tracking, box-pushing, and boundary-snapping
∙A custom-made camera shake system
∙A robust key-mapping system that tracks key data like button press time, length of button presses, and allows for many physical keys to be mapped to a virtual key to minimise user effort in mapping actions to code.
∙Collectable objects that unlock aspects of maps and narrative elements
Game and Source on GitHub:
Key Features:
∙Triggerzone-activated falling hazards
∙An unused but powerful camera system that allows for many player tracking behaviours such as lock-tracking, box-pushing, and boundary-snapping
∙A custom-made camera shake system
∙A robust key-mapping system that tracks key data like button press time, length of button presses, and allows for many physical keys to be mapped to a virtual key to minimise user effort in mapping actions to code.
∙Collectable objects that unlock aspects of maps and narrative elements
Game and Source on GitHub:

Cockpit Roll
The beautiful and interactive vitual cockpit reacts to user input in real-time, with controls animated via C++ and transforms.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

HOTAS Demonstration
I added HOTAS support to my flight simulator project, greatly increasing immersion.
The joystick is used to emulate an XInput controller, and the throttle fires key press events at increments that alter your thrust in-game.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
The joystick is used to emulate an XInput controller, and the throttle fires key press events at increments that alter your thrust in-game.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

NovaCorps Walkthrough
I struggle to defeat more than 3 waves of enemies in my own game in this walkthrough!
NovaCorps was created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:
NovaCorps was created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:

Donut Roller Walkthrough
A playthrough of DonutRoll, demonstrating some basic gameplay and respawning as different random donuts!
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:

Impossible Rescue Walkthrough
Long-form gameplay of the game I helped create in a professional studio environment as part of my Masters course.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:

Custom Smartwatch Watchface
I created a Tizen watchface with C and C++ in the style of an aircraft altimeter as a personal project.
This clip demonstrates the animation of the second and minute hands, as well as a brief look at the ambient mode of the watchface.
Key Features:
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Shadows under each hand; adds depth, dimension, and brings the watchface into the real world
∙ Date/Day readout, styled to look like an altimeter setting window
∙ Battery level indicator, styled after fuel and volt gauges
∙ Ambient mode, styled after green glow-in-the dark cockpit instruments
∙ Low power mode, with reduced display output and styled after red glow-in-the dark cockpit instruments
∙ Modelled after real-world aviation cockpit instrumentation for an unparalleled aesthetic
More information on my design methodolgy, research, and technical features can be found on my GitHub for this project:
This clip demonstrates the animation of the second and minute hands, as well as a brief look at the ambient mode of the watchface.
Key Features:
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Smoothly animated second and minute hand, that behaves akin to a real altimeter
∙ Shadows under each hand; adds depth, dimension, and brings the watchface into the real world
∙ Date/Day readout, styled to look like an altimeter setting window
∙ Battery level indicator, styled after fuel and volt gauges
∙ Ambient mode, styled after green glow-in-the dark cockpit instruments
∙ Low power mode, with reduced display output and styled after red glow-in-the dark cockpit instruments
∙ Modelled after real-world aviation cockpit instrumentation for an unparalleled aesthetic
More information on my design methodolgy, research, and technical features can be found on my GitHub for this project:

Angels High: Weapons Free
My VR-Enabled Bachelors Degree final project; a solo-developed flight simulator and sat-down virtual reality experience I created in Unreal Engine 4 with C++.
This clip demonstrates some of the realistic flight physics.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
This clip demonstrates some of the realistic flight physics.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

Impossible Rescue
A 2.5D single-screen platformer that I helped create as one of my first games developed in industry-imitation development environment.
It draws inspiration from Impossible Mission and Shadow Complex, and is created with the Cocos2Dx engine and C++.
As Danielle, you'll use your trusty robot companion SHADOW to traverse a Martian security complex, hacking its systems to unlock new areas and save the president of Earth's daughter.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
It draws inspiration from Impossible Mission and Shadow Complex, and is created with the Cocos2Dx engine and C++.
As Danielle, you'll use your trusty robot companion SHADOW to traverse a Martian security complex, hacking its systems to unlock new areas and save the president of Earth's daughter.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:

Donut Roller
A candy themed 3-lane endless runner made in C# with Unity.
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:

Nice Day For A Flight
This clip features an F/A-18 Super Hornet rolling by an airfield in VR for my Bachelors final Project, with the virtual controls responding and moving in real time with the player's physical ones.
Created with Unreal Engine 4 and C++.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
Created with Unreal Engine 4 and C++.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

Nova Corps
Hurtling through space and blowing up aliens! This game features unique particle, events, and animation systems!
Created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:
Created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:

Echoes Wastelands
An ice-cold 2D rage game that I helped create in Unity with C#.
Key Features:
∙Triggerzone-activated falling hazards
∙An unused but powerful camera system that allows for many player tracking behaviours such as lock-tracking, box-pushing, and boundary-snapping
∙A custom-made camera shake system
∙A robust key-mapping system that tracks key data like button press time, length of button presses, and allows for many physical keys to be mapped to a virtual key to minimise user effort in mapping actions to code.
∙Collectable objects that unlock aspects of maps and narrative elements
Game and Source on GitHub:
Key Features:
∙Triggerzone-activated falling hazards
∙An unused but powerful camera system that allows for many player tracking behaviours such as lock-tracking, box-pushing, and boundary-snapping
∙A custom-made camera shake system
∙A robust key-mapping system that tracks key data like button press time, length of button presses, and allows for many physical keys to be mapped to a virtual key to minimise user effort in mapping actions to code.
∙Collectable objects that unlock aspects of maps and narrative elements
Game and Source on GitHub:

Cockpit Roll
The beautiful and interactive vitual cockpit reacts to user input in real-time, with controls animated via C++ and transforms.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

HOTAS Demonstration
I added HOTAS support to my flight simulator project, greatly increasing immersion.
The joystick is used to emulate an XInput controller, and the throttle fires key press events at increments that alter your thrust in-game.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:
The joystick is used to emulate an XInput controller, and the throttle fires key press events at increments that alter your thrust in-game.
Key Features:
∙Virtual Reality support for an immersive and engaging experience
∙Realistic lift, thrust, and drag physics simulations
∙Dynamic equations that alter lift and drag based on aircraft alpha to the airstream
∙The aircraft can stall and land (when the minimum thrust is not constrained!)
∙Reponsive heads up display feeds critical information to the player-pilot in a realistic way
∙A camera that can move around in first and third person views to help you navigate the airspace
∙A virtual 3D cockpit that responds in real-time to user input
∙Throttle, stick and pedals respond to keyboard or controller inputs as you fly!
∙You can connect a joystick or HOTAS like the X55 Rhino via XInput keymapping to create a realistic cockpit!
∙Weapons loadouts that mimmick real life air-to-air, air-to-ground, and multirole applications
∙Swappable loadout selections via dropdown in UE4 editor
∙An object-pooling cannon that can light up ground targets
∙A thrilling feeling of speed as you turn on the afterburners
∙Dynamic player feedback effects such as G-induced blackout and redout, haptic feedback, camera shake, and 1st and 3rd person accoustic differences
Game and Source on GitHub:

NovaCorps Walkthrough
I struggle to defeat more than 3 waves of enemies in my own game in this walkthrough!
NovaCorps was created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:
NovaCorps was created with SFML and C++.
Key Features:
∙Strong object-oriented approach to characters and weapons
∙Custom animation system
∙Custom particle system
∙Custom random number generator
∙Custom events sequence manager
∙Animated main menu UI
Game and Source on GitHub:

Donut Roller Walkthrough
A playthrough of DonutRoll, demonstrating some basic gameplay and respawning as different random donuts!
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:
Key Features:
∙A shader that curves the world
∙A robust collectables system
∙A custom audio management system
∙A powerful input manager that tracks key metadata
∙Pickups that add to your score, or accelerate your donut
∙Hazards that slow down or stop your donut
∙A difficulty system orientated around a jerk-based acceleration system that increases your acceleration over time, soe ven if you slow down 5 minuites in you get back up to speed in no time!
GitHub Repo:

Impossible Rescue Walkthrough
Long-form gameplay of the game I helped create in a professional studio environment as part of my Masters course.
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
Key features I worked on:
∙An event management system that gives the player the ability to interact with the world, and allows world elements to affect eachother
∙Terminals that can be "Hacked" via quick-time-events
∙A following robot companion that you can use as a rechargable weapon
∙Moving and crumbling platforms
∙2D platforming and player movement mechanics
∙Build tools for compiling source assets into engine-readable formats using TexturePacker and PhysicsEditor
∙An informative and unobtrusive UI
Game and Source on GitHub:
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