Some of my work 🧑💻
Metavoidal Lead Developer. Systems, Tools, Graphics, Simulation, Localisation, Optimisation etc. (Release due some time 2024) at Yellow Lab Games
A Memoir Blue Porting and optimising for Nintendo Switch. Notably cached planar reflections and fish simulations. For 24 Bit Games in partnership with RenderHeads
Totally Accurate Battle Simulator VR (Unreleased) Porting to Oculus Quest and optimising. Implementing new interaction affordances for VR. For 24 Bit Games in partnership with RenderHeads
The Last Maestro VR therapy game. Solo developer. Implemented device abstraction layer, gesture detection, framework for artists, music beat detection, Gameplay, Graphics and optimisation. For Sea Monster in partnership with RenderHeads
Tutored for XR Bootcamp.
DP World Worked on a number of interactives. Synced networked video. Depth sensor interactions, UI and graphics programming.
Working on a general framework for the Museum of Science and Technology in Islam to reduce common work, and re-making a number of interactives at a higher fidelity. Video
Developed and helped pitch an Apple arcade prototype called Petal. Video
Participated in XR Bootcamp. Learning state of the art physics based VR interaction design.
Sea monster VR / Sight sense/Working at Heights VR. Fixing scale issues, improving locomotion and adding physics hands. VR abstraction framework using unity XR. (Then used on future projects)
Built a number of interactives for the KAPSARC museum, EKC.
- Built a unique NoSQL CMS for KAPSARC. Using a single source of truth, in-engine c# schema. Allowing game assets to be uploaded via web app, and propagated to relevant apps on the network.
- Spent 2 months in SAUDI facilitating install.
EKC Energy City, An experimental prototype about green policy and how it influences city growth and happiness. Video
Did some work on an offline procedural renderer that interfaced with 3dsMax to render furniture via max script, for BrambleCo Furniture. Video
Wonderdal. Tools, LAN Infrastructure and system architecture to support tracking players throughout space, tracking cosmetics. Character animation system, Synced day/night across the space. A number of individual interactives.
Vukuzenzele 2: using drones and photogrammetry of informal settlements to generate game levels. Players could actively re-design their communal spaces in a game setting.
Vukuzenzele. A game made to educate communities in informal settlements to re-organise their living spaces. More info. I worked primarily on Gameplay, narrative systems and UI.
Solo dev'd a number of Space and Arabic Golden Age themed interactives for Sheikh Abdullah Al Salem Cultural Centre. Local networked apps with synced video playback, a flight sim and some general framework stuff. 2017 Showreel
Full stack and data visualisation for Nomanini Displaying usage data as a heat-map as well as improving internal CI tools.
Comp-Sci exchange with the University Of Eastern Finland.
National Diploma: Information Technology at Cape Peninsula University of Technology.
A slime mould pathfinder?