Early Work (2019-2022)
Early learning projects in C++, Unity and OpenGL, built during an Advanced Diploma of Professional Game Development at AIE Melbourne and through self-directed work.
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Capabilities
- Shop Game (2019) - text-based console market simulator with dynamic item pricing, my first exercise in classes, structs, and reusable C++
- Simon (2019) - memory game built on an update/draw loop with class-driven state flow and a custom DynamicArray template
- SlimeCube (2022) - OpenGL viewer that loaded complex meshes and simulated PBR materials, with ImGui controls and CMake cross-platform builds
- Unity and C# projects (2019-2020) - a resource-management game, a roguelike, a hex-grid strategy prototype, a VR shooter, and cross-platform and UI test beds
These projects are where the fundamentals came from. AIE Melbourne gave me the groundwork - engine architecture, maths, and how a game is actually structured - and I taught myself an enormous amount on top of it by building these in my own time. A lot of the early gameplay work was Unity and C#, which is where I learned how gameplay and engine tooling fit together before I started writing my own. SlimeCube was the turning point: putting a mesh and PBR pipeline together in OpenGL showed me how much deeper rendering goes, and it grew directly into the Vulkan SlimeProject. These days I prototype in my own C++ engines instead, and that jump is the throughline of everything I have built since.