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
Fold & SquishButterfly painting with real-feeling paint, simulated on the GPU with Metal for iPhone, iPad and iPhone Duo.SwiftSwiftUIMetalView 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.
System
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
Fold & SquishButterfly painting with real-feeling paint, simulated on the GPU with Metal for iPhone, iPad and iPhone Duo.SwiftSwiftUIMetalView 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.
