GLASSA stained-glass puzzle game with a tactile editor, a responsive musical score and a custom C++ geometry system.GodotGDScriptC++View case studyWork
Tools & interaction systems
Editors · authoring workflowsInput · runtime controlsRendering · production tools
System
Interaction
Touch controls, gesture recognition and responsive interaction across mobile and spatial projects.
GLASSA stained-glass puzzle game with a tactile editor, a responsive musical score and a custom C++ geometry system.GodotGDScriptC++View case study
INKSFlowing ink, a painted ball and Unity tools that keep the artwork, physics and objectives in step.UnityC#ShadersView case study
Blackbox for Vision ProCustom gestures, room-aware hints and materials for a Vision Pro launch game, made in a small team led by Ryan McLeod.RealityKitSwiftARKitView case studySystem
Authoring and production tools
Editor extensions and content pipelines used by artists, designers, writers and players.
GLASSA stained-glass puzzle game with a tactile editor, a responsive musical score and a custom C++ geometry system.GodotGDScriptC++View case study
KAMI & KAMI 2Gameplay, touch controls and KAMI 2’s puzzle creator.Unity / C# — KAMI 2Touch interactionUGCView case study
The Marvelous Raincaster of Yell HollerAn illustrated narrative puzzle game by Brain&Brain.GodotGameplay systemsNarrative systemsView case studySystem
Visual systems
Shaders, procedural geometry and compositing that bring the artwork into the game.
INKSFlowing ink, a painted ball and Unity tools that keep the artwork, physics and objectives in step.UnityC#ShadersView case study
Lumino CitySole development and technical art on a handmade puzzle adventure, from artist tools and bespoke effects to its mobile port.iOS optimisationGPU renderingBink VideoView case study
Blackbox for Vision ProCustom gestures, room-aware hints and materials for a Vision Pro launch game, made in a small team led by Ryan McLeod.RealityKitSwiftARKitView case studyMobile & performance
Ambitious work, polished on real hardware.
Shipping visually distinctive software on constrained devices—from mobile puzzle games to launch-day headsets with no established playbook.
Team contribution
What I bring to a team.
Hands-on development across gameplay, graphics and tools, with experience taking features from prototype through production.
- Interaction and visual systems. Gameplay, touch controls, shaders and visual feedback, with Unity and C# at the core of my experience.
- Creative tools. Editor extensions and content pipelines for artists, designers and writers, including player-facing creation tools.
- Hands-on delivery. Feature development, mobile optimisation and platform integration, working closely with art and design.