Game development
Systems, mechanics,
and game feel.
Games are where I learned to think in systems, state, feedback loops, edge cases, and the difference between something that technically functions and something that feels right. It's the same discipline that makes a dispatch board pleasant instead of merely correct.
Everything below is playable in your browser. No download, no account, no engine to install.
Playable now
Browser builds, vanilla JavaScript and canvas.
Unity work
Where most of the real hours are.
Being prepared for release
My primary engine is Unity, across roughly two dozen projects, some finished, some prototypes, several currently demo-ready. Those builds are being packaged for public release and will appear here with playable builds and footage rather than descriptions.
The browser games above were built quickly and deliberately: small, self-contained, and playable instantly, so there's something real to click while the larger work gets prepared. They're honest about what they are.
If you're evaluating me for a role and want to see the Unity work now, just ask, I can share builds and walk you through the systems directly, which is a better conversation than a gallery anyway.
What I'm good at
- Systems and mechanics design, economies, progression, and the loops that make a player want one more go.
- Gameplay programming, physics, state machines, procedural generation, AI behaviour.
- Game feel, the timing, weight and feedback that separate responsive from mushy. Mostly unglamorous iteration.
- Shipping small and complete, every game on this page is finished and playable, which is rarer than it sounds.
Hiring, or building something?
Open to game development work, contract, full-time, or a specific system that needs building. Happy to share Unity builds and talk through how any of it works.