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All My Work
A chronological collection of my work across game development, programming, 3D art, and 2D artwork. Organised from newest to oldest, these projects showcase the progression of my skills, creative approach, and technical expertise throughout my journey as a developer and artist.


Metamorphosis Holometabola Exhibit - Two Point Studios Work Experience
I undertook a week-long work experience opportunity at Two Point Studios in Farnham.
The brief was to produce a new exhibition that would fit the style of their game 'Two Point Museum'. I produced an exhibition piece that showcases the metamorphosis cycle of a Butterfly.
Low-Poly Model, Polygon Count: 5123
This concept went through the full pipeline, from 2D concept to 3D with hand-painted textures. The 2D concept was produced in Adobe Photoshop, and the 3D low-poly model was produced and rendered in Autodesk Maya, with the textures being hand-painted in Adobe Substance Painter.
The brief was to produce a new exhibition that would fit the style of their game 'Two Point Museum'. I produced an exhibition piece that showcases the metamorphosis cycle of a Butterfly.
Low-Poly Model, Polygon Count: 5123
This concept went through the full pipeline, from 2D concept to 3D with hand-painted textures. The 2D concept was produced in Adobe Photoshop, and the 3D low-poly model was produced and rendered in Autodesk Maya, with the textures being hand-painted in Adobe Substance Painter.


User_Unknown
'User_Unknown' follows a relatively niche popular streamer trying to navigate her growing presence online. Beginning as typical daily streams that slowly turn hostile, as an incel group fixates on the player, merging online harassment and the more realistic danger that takes a toll on the character psychologically. With growing fears of being doxed and de-dossed, and with continuous coordinated harassment against the player, you must make decisions to keep Zarah and her chat safe.'
Intended for University Graduation project
Genre: Psychological Visual Novel
Role: 3D Artist, Texture Artist, Programmer, Technical Artist
Game's Demo produced by a team of 2.
I'm working on the technical side of things, with responsibilities in project management, 3D Art, texturing and programming the functions of the game. Everything present in the games build was implemented and coded by myself. We have also produced a GDD before commencing production of this game and marketed this project.
3D model of a Zarah's bedroom, and the main character Zarah. The main characters model was sculpted in ZBrush first and followed the high-to-low pipeline, utilising Autodesk Maya. The environment was produced solely in Maya. Both models were textured in Substance Painter, and are both game-ready for Unity. The model renders were made in Marmoset Toolbag, with the main characters clothing also being made in Marvellous Designer, and subsequently retopo'd in Maya.
Intended for University Graduation project
Genre: Psychological Visual Novel
Role: 3D Artist, Texture Artist, Programmer, Technical Artist
Game's Demo produced by a team of 2.
I'm working on the technical side of things, with responsibilities in project management, 3D Art, texturing and programming the functions of the game. Everything present in the games build was implemented and coded by myself. We have also produced a GDD before commencing production of this game and marketed this project.
3D model of a Zarah's bedroom, and the main character Zarah. The main characters model was sculpted in ZBrush first and followed the high-to-low pipeline, utilising Autodesk Maya. The environment was produced solely in Maya. Both models were textured in Substance Painter, and are both game-ready for Unity. The model renders were made in Marmoset Toolbag, with the main characters clothing also being made in Marvellous Designer, and subsequently retopo'd in Maya.


O(FFICE)CD
The Concept
Genre: 2D Cosy Puzzle-Narrative
You play as Paul, the office micromanager with symmetry OCD. On his way to his desk, he's confronted by the chaotic messes of his coworkers.
Sneak around the office and experience Paul's struggles; fix every crooked monitor and misplaced mug - just don't get caught making everything perfectly symmetrical.
Created in Unity in the course of 1.5 days.
Role: Technical Lead & Programmer
Intent of the product: Produced for the 2026 Ukie Game Jam, with the prompt of 'Symmetry'.
We made this game to bring light to the struggles people with symmetry OCD experience in a tasteful, lighthearted manner.
I aided in the concept generation for this game, with my leading idea being evolved by my other teammates into what it is today. I also helped them understand what it would require to come to fruition, too.
I undertook all the core gameplay mechanics coding for this project, focusing on the drag-and-drop mechanics and recognition. I also implemented other core scripts and interfaces, including the UI/UX experience, player interactivity with an audio system, and more.
I also keyframed and scripted the timeline sequence for the game's multiple cutscenes. I made the build profiles and made them accessible for download on itch.io. This game was also a runner-up for the UKIE game jam winners.
Genre: 2D Cosy Puzzle-Narrative
You play as Paul, the office micromanager with symmetry OCD. On his way to his desk, he's confronted by the chaotic messes of his coworkers.
Sneak around the office and experience Paul's struggles; fix every crooked monitor and misplaced mug - just don't get caught making everything perfectly symmetrical.
Created in Unity in the course of 1.5 days.
Role: Technical Lead & Programmer
Intent of the product: Produced for the 2026 Ukie Game Jam, with the prompt of 'Symmetry'.
We made this game to bring light to the struggles people with symmetry OCD experience in a tasteful, lighthearted manner.
I aided in the concept generation for this game, with my leading idea being evolved by my other teammates into what it is today. I also helped them understand what it would require to come to fruition, too.
I undertook all the core gameplay mechanics coding for this project, focusing on the drag-and-drop mechanics and recognition. I also implemented other core scripts and interfaces, including the UI/UX experience, player interactivity with an audio system, and more.
I also keyframed and scripted the timeline sequence for the game's multiple cutscenes. I made the build profiles and made them accessible for download on itch.io. This game was also a runner-up for the UKIE game jam winners.


Get Glorbin'
The Concept
Genre: 2D Visual Novel
You are Glorb Gnorp, a clumsy alien who has fallen out of his U.F.O. and is now trapped on Earth. Glorb’s yearning for a tube of his favourite snack - Dingles. But to get Dingles, Glorb needs money. Help Glorb get through his bartending shift at the club without letting his Dingles-man mask fall off so he can earn his Dingles!
Created in Unity over the course of 3 Days
Role: Technical Lead & Programmer
Intent of the product: Produced for the 2026 Global Game Jam with the prompt of 'Masks'.
I aided in the concept generation for this game, with my leading idea being evolved by my other teammates into what it is today. I also helped them understand what it would require to come to fruition, too.
I undertook all the core gameplay mechanics coding for this project, focusing on the sequence progression of the customer's bar mechanics. I also implemented other core scripts and interfaces, including the UI/UX experience, player interactivity with a health system, an audio system, and more.
I also keyframed and scripted the timeline sequence for the game's cutscenes. I made the build profiles and made them accessible for download on itch.io.
Genre: 2D Visual Novel
You are Glorb Gnorp, a clumsy alien who has fallen out of his U.F.O. and is now trapped on Earth. Glorb’s yearning for a tube of his favourite snack - Dingles. But to get Dingles, Glorb needs money. Help Glorb get through his bartending shift at the club without letting his Dingles-man mask fall off so he can earn his Dingles!
Created in Unity over the course of 3 Days
Role: Technical Lead & Programmer
Intent of the product: Produced for the 2026 Global Game Jam with the prompt of 'Masks'.
I aided in the concept generation for this game, with my leading idea being evolved by my other teammates into what it is today. I also helped them understand what it would require to come to fruition, too.
I undertook all the core gameplay mechanics coding for this project, focusing on the sequence progression of the customer's bar mechanics. I also implemented other core scripts and interfaces, including the UI/UX experience, player interactivity with a health system, an audio system, and more.
I also keyframed and scripted the timeline sequence for the game's cutscenes. I made the build profiles and made them accessible for download on itch.io.


Yarnly
Yarnly is a creature character based off a peers gameworld for a university task. The setting of the world is a place affected by pollution and nuclear waste. This made me think of a mutated character for my prompt which is what Yarnly is, a mutated toybox.
I used many different medias and textiles to make this physical model, using crochet for the head, clay and paint for the face and limbs, and a jewellery box for the body structure.
I used many different medias and textiles to make this physical model, using crochet for the head, clay and paint for the face and limbs, and a jewellery box for the body structure.


'My Fault' - A Gameworld
‘My Fault’ a short bitsy game, with a dark macabre take.
-> A story about grieving your old self
-> Sensitive topics - traumatic experiences
-> Uninhabited space as you are navigating your own mind full with thoughts and feelings. ‘Disappearance of its inhabitants’ is the person you were before.
This project came from a month-long University solo task where we had to produce concept, 'design and develop an original concept for a gameworld that tells the story of the disappearance of its inhabitants'.
The final art for this concept was produced in Aesprite, with the intial sketches being done with pencil on paper and transferred onto digital with Adobe Photoshop.
-> A story about grieving your old self
-> Sensitive topics - traumatic experiences
-> Uninhabited space as you are navigating your own mind full with thoughts and feelings. ‘Disappearance of its inhabitants’ is the person you were before.
This project came from a month-long University solo task where we had to produce concept, 'design and develop an original concept for a gameworld that tells the story of the disappearance of its inhabitants'.
The final art for this concept was produced in Aesprite, with the intial sketches being done with pencil on paper and transferred onto digital with Adobe Photoshop.


Burn Out! A Board Game
Burn Out! was a group project from 2024, with a team of 3 people. Our task was to create a board game that explores a 'wicked problem' and brings awareness to the topic. For this task, I was the project manager. In response, we thought of mental health problems, but wanted it to be something prevalent within the games industry, so we diverted to the subject of 'Crunch Culture'.
I created the card design templates, aided with the rules and concept, and did the assets for the exertion cards. I also 3D modelled the counters and printed them out.
I created the card design templates, aided with the rules and concept, and did the assets for the exertion cards. I also 3D modelled the counters and printed them out.


Lament
The Concept
Genre: Action Adventure Rogue-lite
Lament takes you through the emotional whirlwind of enduring grief. Traverse through 5 different realms and overcome them in this roguelike.
Created in Unity over the course of a few months with a team of 5.
Role: Technical Programmer & UI/UX Lead
Intent of the product: University Project
We made Lament in a group project based on one of our peers' GDDs. We had only a few months to produce it.
I held responsibility in making technical mechanics for the game, with the health system, progression of scenes and the commencement of our movement code and animation sequencing. I aided our lead programmer with any extra programming tasks to help the workflow of our project.
I held full responsitbility in the UI for this game, having to code all game scene screens and producing a responsive UI for the player to be informed of their cooldowns, what location they are in and their current health and inventory. I also had to produce the art for all of these and the skill tree too. I also keyframed and scripted the timeline sequence for the game's cutscenes, with a working 'skip cutscene' button.
Continue viewing what I produced for this project below
Genre: Action Adventure Rogue-lite
Lament takes you through the emotional whirlwind of enduring grief. Traverse through 5 different realms and overcome them in this roguelike.
Created in Unity over the course of a few months with a team of 5.
Role: Technical Programmer & UI/UX Lead
Intent of the product: University Project
We made Lament in a group project based on one of our peers' GDDs. We had only a few months to produce it.
I held responsibility in making technical mechanics for the game, with the health system, progression of scenes and the commencement of our movement code and animation sequencing. I aided our lead programmer with any extra programming tasks to help the workflow of our project.
I held full responsitbility in the UI for this game, having to code all game scene screens and producing a responsive UI for the player to be informed of their cooldowns, what location they are in and their current health and inventory. I also had to produce the art for all of these and the skill tree too. I also keyframed and scripted the timeline sequence for the game's cutscenes, with a working 'skip cutscene' button.
Continue viewing what I produced for this project below


Middle Eastern Key Room
The Concept
Prompt: Create an environment for a game.
Produced for my final major project in college.
Concept I Produced:
After the disappearance of an aristocrat in the Ottoman Times, an Agha must come to the motherland to compile information on the whereabouts of this nation's leader.
Discover the enigmas of the forgotten noble and learn the truth of the empire.
My goal was to implement Middle Eastern architecture for a key room within a game.
Created with a low-to-high poly pipeline for the assets, creating the low poly in Autodesk Maya and making a High poly version in ZBrush, then baked onto the low poly mesh. Textured with Substance Painter with hand-painted textures and rendered with Arnold Renderer in Maya.
Polycount: 55,304
Prompt: Create an environment for a game.
Produced for my final major project in college.
Concept I Produced:
After the disappearance of an aristocrat in the Ottoman Times, an Agha must come to the motherland to compile information on the whereabouts of this nation's leader.
Discover the enigmas of the forgotten noble and learn the truth of the empire.
My goal was to implement Middle Eastern architecture for a key room within a game.
Created with a low-to-high poly pipeline for the assets, creating the low poly in Autodesk Maya and making a High poly version in ZBrush, then baked onto the low poly mesh. Textured with Substance Painter with hand-painted textures and rendered with Arnold Renderer in Maya.
Polycount: 55,304


Lunar! - Character Design
Lunar is a character I created with the lunar compass in mind, following a Witchtober prompt on Tumblr. I added a lunar compass on her back, which in turn influenced me to have an overall clown eccentric personality to Lunar.


Pumpkin King
Pumpkin King was a random sketch challenge for Halloween, personifying the Jack O'Lantern. This piece was completed with Pencil on Card, with colour marker outlines.


Temple Microscene
Temple Microscene was a small solo project made in College. We were challenged with producing a character concept utilising the silhouetting technique. I pushed this further into a microscene, emeshing this character into a 3D environment, utilising 2D and 3D techniques.


5-Minute Life Drawing Studies
To improve my anatomy and to tackle my perfectionism, I undertook a challenge utilising the Line Of Action website, to produce life drawing sketches within 5 minutes.
I used charcoal on card to produce these drawings, and I tried to choose images which had unique poses, to really push myself further.
I used charcoal on card to produce these drawings, and I tried to choose images which had unique poses, to really push myself further.


Koi Lady
The Concept
Prompt: a character sculpt in an environmental scene.
Produced for a college project.
I created high poly sculpt in ZBrush and followed the High-to-Low poly pipeline for the humanoid character. The environment was solely created as a low-poly model in Autodesk Maya. Textured with Substance Painter with hand-painted textures. Turnaround was made in Adobe Premiere Pro.
Retoplogised Low-Poly Model Polycount: 41,967
Prompt: a character sculpt in an environmental scene.
Produced for a college project.
I created high poly sculpt in ZBrush and followed the High-to-Low poly pipeline for the humanoid character. The environment was solely created as a low-poly model in Autodesk Maya. Textured with Substance Painter with hand-painted textures. Turnaround was made in Adobe Premiere Pro.
Retoplogised Low-Poly Model Polycount: 41,967


Steampunk Penguin & Companion
For my final Major Project in 2022, we had the prompt of carbon. With the prompt I created a humanoid with their familiar, a steampunk penguin made out of the leftover scraps in a barren future world.
These were all sculpted in ZBrush and only have their high poly forms as it was a good practice for my introduction to using ZBrush. Adobe Photoshop was used for the concept process.
These were all sculpted in ZBrush and only have their high poly forms as it was a good practice for my introduction to using ZBrush. Adobe Photoshop was used for the concept process.
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