I am a postgraduate student at Goldsmiths, University of London, pursuing a masters in Computer Games, I like programming juicy game mechanics and creating various different types of AI systems and behaviour with the purpose of creating engaging gameplay experiences. I like programming for procedural content generation tools to empower level design, I also pursue knowledge and have experience in game design. I create 2D and 3D interactive projects using various tools such as Unity, Phaser3 and ThreeJS. I'm also currently actively using Unreal for my second term in Goldsmiths, which will end by May 2025. If you have a project you think I could contribute to, please don't hesitate to reach out.
Featured Projects
Arachnid Scout
You play an Arachnid Scout - who has to venture into a dangerous island to retrieve valuable eggs from giant spiders.
Read more PlaySweet Dreams
You play as Billy Bubble who must hop his way through a dreamland and climb the tower with his snot bubble!
Read more PlayProcedural Buildings
This demo implements wave function collapse on a 3d tileset to procedurally build a castle. Watch the video to learn more!
Read more VideoExperimental and Learning Projects
Lindenmayer Trees
3D Procedural Tree Generation. Lindenmayer Systems uses a form of recursive grammar to describe the formation of fractal like trees. It can generate trees, plants, flowers and bushes
Read more VideoLLM to NPC Framework
When GPT-3 API was first open to the public, I used it to create a framework for realistic NPC conversation system by modelling the needs and psyche of the NPCs in a believable manner.
Read more Video2D Procedural Maps
This demo is a combination of techniques used to generate a 2D tile based map while using custom pathfinding algorithms at run time to ensure paths exists to various types of resources laid around the map according to a clustering algorithm to separate the map into regions so that NPCs can reach those areas
Read more Video3D Terrain Generation
This modifies the altitude positions of the vertices of a large plain by using perlin noise as the input. Combined with colour mapping, it creates a realistic looking terrain. An interactive UI allows the user to modify the terrain in real time on their browser.
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