Professional Work

PROJECTS FROM my full Time work

WYLDE SOCIETY

Worked as the only other engineer in a multi-disciplinary team of 30+ to deliver an open-world 3D RPG game to multiple platforms.

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On the player side, rituals are performed through "ritual sites", which need to be discovered by following "leylines" created with Unity's spline package. I achieved a search-and-follow mechanic by creating a shader that calculated the player’s distance to a configurable falloff radius  from the nearest point along the spline. Exploration felt natural this way.

For example, I separated the ritual system's data from its behavior using ScriptableObjects and SerializedReferences. This let designers tweak ritual effects without having to rely on engineering changes, which reduced bottlenecks and wait times.

I focused on making systems flexible for designers and intuitive for players to speed up iteration time and make gameplay feel natural.

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OTHER CONTRIBUTIONS

Core Systems:
  • Game datetime
  • Save file management

Gameplay:
  • Magical leylines
  • character routines
  • ritual and crafting mechanics
  • tarot card architecture.


UI:
  • Player journal
  • Pinable items to the HUD
  • UI map and on-screen navigation
  • Storefronts.

Link: Steam Page
Company: Studio Drydock

Platforms: Apple Arcade, Nintendo Switch, Steam
Tools: Unity, FMOD
Team Size: 30+

Delivered 2 DLC expansions featuring new gameplay for the award-winning game Wylde Flowers.

Link: Steam Page
Company: Studio Drydock

Platforms: Apple Arcade, Nintendo Switch, Steam
Tools: Unity, Wwise
Team Size: ~20

WYLDE FLOWERS

Hair customization occured through an interaction with an NPC. The player chose a hairstyle from a menu, and the system synchronized animations between two characters to present the change. Using internal tools, I carefully timed delays and offsets so both characters moved in sync,
revealing each new style cleanly and naturally.

For clothing and jewelry, I implemented data-driven camera transitions that adjusted automatically depending on the item chosen from a menu: clothing stayed at a natural distance, while jewelry brought the camera closer to capture fine details. Each transition triggered a ‘show off’ animation, letting the character highlight the newly equipped item.

Both DLCs included character customization for clothing, hair, and jewelry. Using a proprietary scripting language for UI, I created a UX that felt satisfying when showcasing player animations.

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OTHER CONTRIBUTIONS

Core Systems:
  • Animation & trigger events for proprietary scripting language
Gameplay:
  • Animation synchronization
  • Cutscene implementation
  • Dialogue scripting
Other:
  • Texture memory optimizations

AWARDS

Apple Arcade Game of the Year 2022

Apple Design Award (Inclusivity) 2022
Gayming Awards, Best LGBTQ Indie Game 2023
Australian Game Dev Awards, Excellence in Ongoing Games & Excellence in Narrative 2023