Quest Log
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Game - Broski Battle IO
Role: Developer & Gameplay Programmer
[Open to Public beta - Live Launch Soon!] Broski Battle IO is a free-to-play, browser-based io fighting game built in Unity WebGL, designed for fast online versus battles with up to 10 players. Jump straight into a match, play with friends, choose from unique fighters, and enjoy chaotic multiplayer action right in your browser.
- Construct entity & ability architecture
- Hurtbox & hitbox system structure
- Combat system design
- +12 more…

Website Extension/Design - Broski Battle
Role: Design & Content Creation
Website for the Broski Battle Video Game. The base website structure was created by a third party for this project, the network programmer set up hosting, and it was originally just the title page, and about us page & privacy/policy pages. However my client was not impressed, so I took on the task of design and added content to extend the website by adding pages; Fighters, How To Play, Mechanics, Arenas, FAQ & a way to provide feedback. My task largely including completely reworking the visuals to use the visual style of the game it would be hosting to bring it better into theme. I created a style sheet that utilised our soft blue, golden yellow and rich red across all pages in a holistic manner. Content for these pages were created through my knowledge of the game (as one of its technical creators and gameplay programmer) and scouring of the code. sprites and descriptions were all used/created to give players of the game in-depth info of the systems at large. I also optimised the website for Google Console Indexing, SEO and mobile layouts where our WebGL build is not needlessly loaded.
- Branding & visual identity
- Game guide content
- Site navigation
- +5 more…

Ceed - Conversation Starter App
Role: Designer & Programmer
[Live] Ceed is a web app I designed and built to help people find something to say. It's for introverts and socially anxious people who struggle to get a conversation going, groups of friends who want a fun way to connect, and anyone facing a moment where they just don't know what to say. It launched publicly in August 2026, and iOS and Android apps are in the works. Ceed uses LLMs to generate conversation starters, called "ceeds", based on the mood, topic and preferences the user chooses. It has five modes: - Vibes: Pick one of eight moods (casual, funny, deep, philosophical, light-hearted, romantic, professional or travel), or type your own topic, and get one question worth asking. - Party Mode: Decks of cards to swipe through with a group, in four flavours: Icebreakers, Would You Rather, This or That, and Most Likely To. One phone runs the whole room. - Situations: Describe a real moment that's coming up, like meeting your partner's parents. Ceed gives a short read on how to approach it, then five openers written for that exact situation, each with how to say it and why it works. - Graceful Exits: The other half of talking is wrapping up. Flip the home screen for a warm, funny or direct way to leave a conversation, event, call or topic, without having to make up an excuse. - Ceed of the day: One question a day, the same for everyone on Ceed. No streaks and no pressure, just something to ask at dinner or drop in the group chat. You can save ceeds to favourites, which are organised by mode and can sync across devices with an optional email sign-in. You don't need an account to use the app. Thousands of hand-curated starters are built in, so it keeps working even with no signal. Ceed is free to use every day. A subscription, Ceed Plus, lifts the daily limits and adds extras like step-by-step walkthroughs for Situations. Rewarded ads will arrive with the mobile apps. Under the hood: Built with Next.js, React, TypeScript and Tailwind, and deployed on Vercel. AI generation uses Claude through a provider-agnostic layer that sends each mode to the model that suits it: a fast model for party cards and exits, a more creative one for vibes and situations. Supabase handles usage limits, subscriptions, favourites sync and privacy-first analytics I built myself. RevenueCat and Stripe handle payments. Ceed installs as an app (PWA) with offline support. To keep output quality high, an AI judge checks and repairs party cards, a second check makes sure the daily question makes sense, and test tools measure variety and quality across generations.
- Product ownership & direction
- Full stack development
- AI integration & prompt engineering
- +9 more…

Catchpole
Role: Lead Designer & Creator
[In Early Development] An ode to Australian Romanticism oil paintings. This point-and-click adventure will have players navigate 1840 colonial Australia discovering criminals and using investigation skills to unearth criminals, and to stand off with them in deadly, and whacky, slow-mo western-style pistol duels. Pistols at dawn! I am studying shaders to create a true-life painting feel for visuals to build moving paintings in 3D environments, I have made Voronoi diagram shader that applies a Kuwahara effect to each section for a Painterly feel. Also, Cloud, Fog & water shaders. Alongside this a GPU-instanced grass system for vast grass coverage on terrain planes. I'm also creating a fully pose-able & reactive ragdoll system through through Verlet Integration to support dynamic movements through gunshots and gun play. Currently creating animation profiles through code for arm stances you'd see on duelling types, such as; the sharpshooter, the showman, the working ranger etc. I hope to tell a gritty, fictional story loosely set in a time otherwise not explored in videogames.
- Designer
- Systems engineer
- Programmer
- +2 more…

The Factory (Working Title)
Role: Designer & Programmer
An unconventional VR/PC experience that challenges players to complete what many consider impossible. This insurmountable task will test endurance, patience, and dedication like no other game. Features dynamic event systems, behavioural tracking, psychological profiling and a unique approach to difficulty that subverts traditional gaming expectations. This project will target communities and streamers with the goal of fostering comradery and working together. Elements of an ARG will be present. (Still in early design phase, but things are rolling along smoothly...)
Recent Quests

Website - Birregurra District Historical Centre
Role: Web Developer
A website I built for preserving Birregurra's local history implementing the full-stack with TypeScript, Next.js 15, React, and MongoDB. They wished for simplicity in its presentation and clarity for navigation, so these were my design pillars I worked around in designing and implementation. The project features a comprehensive admin dashboard where users can easily manage historical content, events/projects, photos, and stories. I integrated Cloudinary for seamless media handling and optimization. This project showcases my full-stack development skills - from modern authentication and database design to responsive UI/UX implementation and API development.

The Port Of Jumanah
Port of Jumanah was a 2D underwater action-adventure with rogue-lite elements. Players dive on expeditions from a Gulf port town, fight sea creatures and bosses, and come back to upgrade their boat and gear. I was a core developer on a small team of 3 for about 10 months, working across gameplay code, level design, UI, audio and VFX. During that time we shipped a Tokyo Game Show demo and a public Steam demo. After that the IP holder cancelled our version, and the game was later rebuilt from scratch by a different studio. What's shown here is our version. My Contributions; - Cinematics and animated sequences: I built the storm intro cutscene, including the lighting, camera shake, parallax and localised text fades. I also made the animated main menu, the expedition launch and return sequences (boat departure, dive-in splash, character select), the boat upgrade sequence and the at-sea visitor encounters. I wrote the scene transition system (swipe and letterbox effects), a dialogue emote framework (anger, confusion, exclamation and more) and the end-of-demo sequence for the TGS build. - Enemy AI: Using the team's Behaviour State Machine (BSM) framework, I wrote new behaviours: Cruise, Horizontal Charge Attack, Sinusoidal Attack and Approach-from-Horizontal. I then built the Shark and Seal enemies end to end, covering behaviours, animation, audio and status effects. My shark behaviours were later reused to drive the Tiger Shark. - Player abilities and bosses: I implemented the Sanmurai Slash, the Flask ability and the drone's area-of-effect explosion. I also set up the Ape Boss expedition and was prototyping the Pollution Monster boss (spawning minions, poison clouds) when the project ended. - Level layout and world building: I designed and built the modular tilemap ocean layouts (2×2 and 2×3 blocks) and the backgrounds for both ocean regions, and did the colour and visual passes. I set up composite collision and wrote an editor tool that fills the inside of terrain colliders so enemies can't spawn inside the terrain. I also built spawn zones, spawning of chests and other containers on flat ground only, and enemy group spawning that scales with mission difficulty. - Missions and progression: I wrote the 1–3 star dive scenarios and bonus objectives (Berserker, No-Ability Run, Clean-Up, Rescue, Pickup). I configured the expeditions and the linear story progression up to the Ape Boss. - Minigames: Pick-a-Clam, Giant Clam (its health scales with the player's damage output), Memory Cards, Hit-in-Order Jellyfish and Wheel of Misfortune. - UI/UX systems: I built the Um Mango item shop with data-driven unlock conditions, the Aisha ability-upgrade shop and a notification system. I also made the merits and rewards feedback, the end-of-dive summary and the options and pause menus. I added controller/keyboard detection with matching button prompts, full gamepad UI navigation, UI sound feedback and a music loop system. - Tools and production: I built an in-build debug menu that can launch any dive or expedition, spawn enemies and load checkpoints, which QA used for testing. I set up the demo checkpoints, handled the Unity 6 upgrade and fixed a large share of the bugs reported through Jira and Steam in the lead-up to the demo.
- Gameplay & UI Programmer
- Level Designer
- Technical Designer

Reapers Deck
Role: Designer & Programmer
A card-battler game made by a team of 5 in 5 days! Travel through limbo battling lost souls to free yourself from deaths clutches. My contributions to this project consisted of engine feature additions (UI Editor), gameplay balance design, character animation system & map layout.

Portfolio Website Redesign
Transform personal portfolio into an interactive RPG experience inspired by The Elder Scrolls IV: Oblivion, complete with character sheet, quest log, and immersive UI design.

Camera Shake Utility - Unity Dev Tool
Role: Lead Designer & Creator
Built and deployed a Unity package to the unity store
Completed Quests

Cafe Tactics
Role: Project Lead & Programmer
Run a chaotic café where magic food turns goblins back into humans! Serve customers, manage staff, and upgrade your café—all while meeting your greedy boss demands. Earn $500 in 10 days, or you are fired! This was the project for my degrees capstone subject that is available for to the public.

Wondering Sole-Driver
A small jumper game made with upgrades in mind! Jump and flip to score more and more points, purchase upgrades to help you fly further! Why are you in a shoe? Who knows. Stop asking stupid questions.

University Game Projects
Role: Programmer & Designer
A number of small non-commercial game projects I worked on while in Uni. I had many tasks for these small team projects. The objective was always to construct a full game with given constraints for assessment by the university. Games I worked on; "Deceptecho", "Sanctum of the Evergreen: Solitude" & "Woodland Worth".

Lights Out - VR Experience
Role: Project/Technical Lead & Narrative Designer
Built a virtual reality experience featuring interactive elements, spatial audio, and physics-based interactions. for the River Murray International Dark Sky Reserve in Adelaide, Australia. it showcases the importance of preserving our nightsky, and is displayed at the Mannum Visitor Information Centre for visitors to see