Powerwash Simulator 2
Worked across UI and tools on PowerWash Simulator 2, building tools like dirt painter, localisation, drone view, and game data editor, while also supporting split screen, multiplayer, gameplay systems, and documentation.
Some of my work
Games, apps and tools I've worked on with context on role and impact
Worked across UI and tools on PowerWash Simulator 2, building tools like dirt painter, localisation, drone view, and game data editor, while also supporting split screen, multiplayer, gameplay systems, and documentation.
Worked across combat, metagame systems, and UI. Implemented special moves, built upgrades/player ratings/unlockables, and created UI flows for menus, shops, unlocks, and lore.
Long-running solo action-RPG where I built all core systems. A key technical win was a custom animation system that let weapon and ability data drive animations without override-controller overhead.
GMTK 2022 game jam project built in 48 hours, then expanded over 5 days from 4 to 25 levels. Built an extendable level completion system, collateral damage rewards, UI/audio, and save/load.
Sole programmer on a 3-person retro RPG team. Built core systems including UI, dialogue tools, combat, save/load, custom animation support, and a dynamic event box workflow.
Sole programmer on this mobile text adventure in a 3-person team. Built a choice-tracking dialogue system with branching outcomes and led the full Google Play release cycle.
Graduation project built in about 3 weeks. Implemented 4-player local multiplayer with a player-turn state machine, ScriptableObject card events, UI, animation support, audio, and settings.
Graduation project commissioned by DJ Don Diablo and built in about a month. Implemented UI, enemy spawn/scaling, balancing, save progression, and frequency-based tower reactions to music.
Started as a one-day solo idle-clicker challenge, then expanded in a one-week overhaul with save/load, polished UI, area progression, and mercenary/hero levelling systems.
Solo Windows utility built from a personal need. Implemented borderless layout controls, per-app profiles, hotkeys, taskbar options, and released it on Steam and Itch.io.
Client prototype using Ultraleap hand tracking for touch-free kiosk interaction, including mid-air signature input, gesture navigation, quantity controls, and reset actions.
Data-driven dialogue tooling built around ScriptableObjects for trees, events, and conditions, with localisation support and editor workflows for fast narrative iteration.
Centralised audio database with dropdown-based clip selection and simple runtime playback calls routed through the correct mixer channels.
Custom Playables-based animation system that enables data-driven animation assignment for weapons and abilities without relying on large override-controller setups.
Scene management tool built around SceneData assets, editor utility buttons, and a runtime API for additive or exclusive loading with consistent boot-scene startup.
Raycast-based sensor tool with line-of-sight checks, tag/component filtering, and obstacle-layer blocking for combat detection and visibility-based interactions.
Attribute-driven cheat console that auto-discovers static cheat methods and speeds up runtime testing with custom categories, parameters, and debug actions.