Full-Stack Software Developer
9 years shipping production software — games, VR simulations, web apps, APIs, backends, and tooling. From Unity and Unreal to React, Node.js, and cloud infrastructure. If it needs building, I build it.
Background
Since 2016, I've been building software that solves real problems — games, VR training platforms, web apps, APIs, backends, QA pipelines, and everything in between. I don't think in terms of a single stack. I think in terms of what the product needs and I build it.
My deepest expertise is in Unity and C#, but I've shipped production React frontends, Node.js/TypeScript backends, PostgreSQL databases, REST APIs, and CI/CD pipelines. I've built tools for non-technical users, integrated GPS and third-party APIs, and shipped consumer games on iOS, Android, and WebGL. I come at every project from the user's perspective first and the technology second.
In 2024 I was honoured as the Most Recognised Mentor at the MIT Reality Hackathon. I'm actively seeking full-time roles where I can contribute across the full stack — whether that's games, simulation, web, or something in between.
Experience
Portfolio
Professional work and personal projects — click any card to read more.
Experience
Full career history, skills, and achievements.
Get in touch
Open to anything — if you're building something interesting and need a developer who can figure it out, I'd love to hear about it.
All projects
Full-Stack & Solutions Engineer · May 2026 – Present · Abbey Tent & Party Rentals
I identified operational inefficiencies in the dispatch and scheduling process through direct experience working as a delivery driver, then designed and built a full-stack solution from scratch to automate and replace entirely manual workflows.
The system is built on a React/Vite frontend, Node.js/TypeScript/Express backend, and PostgreSQL database deployed on Railway. It features multi-user authentication, role-based access, a Kanban-style dispatch board with drag-and-drop run management, schedule import from the existing solution, automated dispatch sheet generation, and real-time WebSocket sync so all dispatchers see updates instantly.
I integrated the Momentum IoT GPS API to provide live vehicle tracking across the fleet, and built a route visualisation view using OSRM and Leaflet showing each vehicle's planned stops for the day. An auto-planner algorithm suggests optimal vehicle and crew assignments when orders exceed capacity. Each employee can also view their own schedule for the day via a simple web interface, replacing paper printouts entirely.




All projects
Senior Unity Developer · Apr 2022 – Oct 2025
At Transfr, I contributed to groundbreaking VR-based career exploration and skills training solutions that transformed workforce development across the United States. I engineered custom VR job training simulations across welding, semiconductor production, surgery, and dozens of other vocational verticals.
I significantly improved the development pipeline by co-developing the company's internal no-code SDK, enabling ~6 in-house XR Designers and multiple partner studios to create simulations independently. I also designed and implemented the unified launcher from scratch, reducing the time to enter a simulation by several minutes per learner and consolidating all products into a single entry point.
The platform has reached over 250,000 learners across the US, with more than 500,000 training simulations completed through 1,110+ implementations nationwide.
All projects
Unity Software Developer · Jan 2022 – Mar 2022
Built in Cardiff. Bound for orbit.
— Space Forge (@Space_Forge) April 29, 2025
Designed to make next-gen materials that will transform entire industries. pic.twitter.com/VQdGt7JWKk
Space Forge is pioneering revolutionary space manufacturing technology. I played a key role in developing their innovative satellite system, designing and implementing the full user interface for the ForgeStar® Platform — aggregating live telemetry, weather patterns, and hazard zones into a single interactive globe.
I also prototyped an AR-assisted manufacturing assembly workflow using Vuforia image targets, validated as a pilot program for cost reduction in complex manufacturing workflows.
All projects
Graphics Programmer · Aug 2021 – Jan 2022
At 3t Drilling Systems — the world's leading provider of drilling simulators with over 1,500 units deployed across more than 60 countries — I provided global deployment and performance support across three continents, ensuring mission-critical stability for clients including Shell, Chevron, and BP.
I developed and maintained rendering and visualisation applications for V-walls, Dome displays, and VR environments, and engineered a branding asset-swap system adopted by the majority of major enterprise clients and cited as a key factor in purchasing decisions.
All projects
Epic MegaJam 2025 · Unreal Engine 5
Created for the Epic MegaJam 2025 under the theme "Here We Go Again," Mogi's Inferno is an intense escape challenge built in Unreal Engine 5 over the course of one week. Players have three minutes to navigate from the entrance of an apartment building to an evacuation helicopter on the roof. Each attempt reveals new shortcuts, item locations, and hazards, rewarding players who learn and optimise their route across runs.
All projects
Unity VR Developer · Jun 2020 – Jun 2021
I created a comprehensive suite of virtual reality simulations for healthcare education using Unity. These simulations cover various nursing procedures and leverage voice commands, haptic feedback, head tracking, and hand tracking. I built the entire core VR infrastructure — locomotion, state management, text-to-speech, and testing foundations — from scratch.
Simulations covered: venepuncture, catheterisation, wound care, phlebotomy, blood glucose, respiratory exams, nasogastric tube insertion, and an onboarding experience.








All projects
Unity Developer · Jul 2018 – Jul 2019
Educational children's app with games, puzzles, and stories in multiple languages. I integrated a CMS and developed many of the core games and interaction systems.
Puzzle game with a story mode and community level editor. I implemented gameplay mechanics, the level editor backend, and designed the Web API enabling players to share custom stages online.
CMS-powered children's reading app. Working solo I implemented animations, light/dark mode, refactoring, and bug fixes for illustrator Pauline Baartmans.
Unity-based web app allowing users to digitally design every Randstad location worldwide. I created shaders, post-processing effects, and the promotional video.
All projects
Final Year Research Project · Unity / Python / CNN
Emotional Speed Dating is the product of a final year research project examining human emotion detection and its application in games. A convolutional neural network detects the player's facial emotion in real time and uses it as the primary game input. The game simulates a speed dating scenario in which the objective is to find a match by empathising with each date — accurately mirroring their displayed emotion. The full research paper and a summary poster are available below.
All projects
Roguelike card game · Google Play
Card Cavern is a roguelike card game developed in Unity and C# in under 12 weeks. The goal was to take a product from concept to market within a fixed timeframe — including implementing in-app purchases and producing all original artwork. It is available on the Google Play Store and the source code is on GitHub.






All projects
AR Mobile App · Unity / Vuforia
All the Way USA! is an augmented reality mobile application built with Unity and Vuforia that displays a 3D map of the United States when the camera detects a dollar bill. Users can scale the map with a pinch gesture, toggle state names, abbreviations, and capital cities, and tap individual states to view their flag, seal, and a brief history. The app also includes three quiz modes testing knowledge of state names, flags, and capitals, with high scores saved locally.
All projects
25,000+ views · 95% positive rating
A tutorial on shader programming in Unity, covering the fundamentals of HLSL and ShaderLab to enable learners to write their own shaders from scratch. The tutorial has accumulated over 25,000 views with a 95% positive rating, and includes a downloadable project containing all the shaders demonstrated, as well as a written transcript for those who prefer reading over video.
All projects
Game Boy · C / C++
Koopa's Revenge is a Game Boy game developed in C/C++ using Visual Studio and the NO$GBA emulator and debugger. The project was a deep dive into hardware programming fundamentals — working with constrained documentation, limited tooling, and solving problems from first principles. It features both sprites and particle effects within the hardware's strict limitations.
All projects
Mobile maze game built in 24 hours · Google Play
Loot Swipe is a mobile maze puzzle game developed in Unity and C# in under 24 hours. The maze is procedurally generated using Prim's algorithm with adjustable complexity, and the game handles ensuring the layout remains playable regardless of the settings chosen. It is available on the Google Play Store.



All projects
Local multiplayer 3D fighting game · Unity
Yokai — Spirits of Battle! is a local multiplayer 3D fighting game inspired by monsters from Japanese folklore. As the sole programmer on the project, I was responsible for all UI systems, scripting, and project assembly in Unity. The character system was designed with a modular architecture, making it straightforward to add new fighters by populating a set of predefined slots. 3D models for characters and stages were produced by team members.






All projects
Wii Mii-style character creator · Unity / C#
A character creator application inspired by the Nintendo Wii Mii system, built in Unity and C#. Users can customise height, weight, voice pitch, animation style, skin colour, hair, eyes, nose, accessories, and clothing — with full colour control across every option. The application also features random character generation, a persistent character lobby, and a role call mode that lines all created characters up together. Available as a downloadable PC executable.





