Develop technically complex real-time interactive experiences using Unreal Engine 4/5, Unity, C# and Python, combining software, real-time graphics and physical interactive systems.
Prototype and evaluate interactive technologies and technical concepts, taking experimental ideas from early R&D through to production-ready experiences.
Design and implement interactive systems for large-scale immersive artworks, translating creative concepts into reliable real-time software.
Work with 3D artists, animators and developers to scope technical solutions, unblock creative challenges and iterate on interactive features.
Contribute across architecture, development, testing, deployment and live operation for complex interactive installations.
Develop and maintain cross-platform Unreal Engine applications across Windows and Linux/AArch64, including deployment to NVIDIA Jetson embedded hardware.
Profile and optimise real-time applications across CPU, GPU and memory budgets while maintaining the intended interactive and visual experience.
Solve software, rendering and hardware problems during development and international installations, often under tight deadlines.
Maintain and extend legacy Unity applications with new features, compatibility improvements and client-specific functionality.
Develop and deploy operational tooling for remote artwork support, including Windows PowerShell automation, startup recovery, monitoring configuration and fleet updates.
Conduct client support calls and remote troubleshooting, leading live diagnosis, recovery and ongoing upkeep of installed artworks.
Create practical support guides and improve the tools and workflows used to maintain installations remotely.
Junior Unity Developer
Dominic Harris Studio, London, UK
Jan 2022 – Jan 2024
Developed and prototyped real-time interactive systems across Unity and Unreal Engine for new and legacy projects.
Integrated AI-driven systems with Unreal Engine for a real-time generative collage of 13,000 dynamically rendered butterflies, combining procedural techniques, colour systems and real-time content generation.
Developed Python gesture and skeleton-tracking systems for a life-sized immersive experience, integrating external tracking data with Unity.
Built Unity WebGL and mobile experiences for the collaborative Metamorphosis Unicus project.
Developed procedural real-time artwork using UE4/UE5 Blueprints and Niagara.
Conducted R&D and rapid prototyping across emerging technologies, including real-time cloth simulation in Unity and Unreal Engine.
Extended and modernised legacy Unity applications, implementing new features within established production codebases.
Provided software, hardware and technical support across production projects and international installation deployments, including a 16-metre real-time digital artwork.
Technical Artist Intern & Programmer
Fireslug Studios, London, UK
May 2021 – Dec 2021
Led development of lighting systems and particle effects for "Project Ashborn," enhancing game atmosphere and visuals.
Fixed shading bugs on character emissions for high-quality rendering.
Collaborated with artists, creative directors, and engineers for efficient project execution.
Utilised advanced C# scripting for menu navigation, gameplay, and animation sequences.
Optimised UI and post-processing stack for improved performance and user experience.
Managed combat beta releases, implementing fixes and visual updates.
Redesigned health system UI to match specifications and concept designs.
Indie Game Development
Rapid Ideation Project, Falmouth University — Actions Have Consequences
Feb 2021 – Apr 2021
Independently developed a 2D platformer using Unity3D within a limited timeframe.
Designed and implemented gameplay mechanics, level design, optimization, asset and sound creation.
Achieved 1,400+ downloads on itch.io since April 2021.