About Me
I have been programming since 2021, beginning formal game development on June 5, 2025 through my Computer Science BSc Capstone Knowledge Exchange Project with IBM, developed in Unity.
I am currently a Programmer Intern at Lost Wanderer Games, working on a rhythm game, while completing anMSc Computer Games Programming at Goldsmiths, University of London, graduating in September 2026.
I specialise in programming for games and interactive systems, with experience across established and custom engines, gameplay systems, graphics, AI, procedural generation, and technical tooling.

Programming & Game Development
My work spans C++, Java, C#, Unity, Unreal Engine, OpenGL, GLSL, gameplay systems, graphics programming, AI, procedural generation, and custom engine development.
I have worked with both established engines and technology built from scratch, including my own C++ and OpenGL game engine, QuestFarer.
I also have a background in Minecraft modding, where my ProjectKorra addons have accumulated 20,000+ downloads. This was my first experience building and distributing software for a wider player community.
Software Engineering & Technical Production
Alongside programming, I have experience working within collaborative software-development teams and taking responsibility for technical production and project organisation.
My experience includes Agile, Kanban, Jira, YouTrack, Git, GitLab, Trello, task planning, testing, deployment, and technical leadership.
On Pandora's Dungeon, I served as Project CEO and Lead Programmer, coordinating a multidisciplinary team while leading the programming and technical implementation.
On PollAnywhere, I worked as part of an eight-person software engineering team across frontend, backend, testing, deployment, and maintenance.
I also worked as a Web Developer Intern at Smallcap.ai, contributing to Vue.js frontend architecture, Vitest testing, Flask API integration, MySQL development, GitLab workflows, and frontend coordination.
AI & Emerging Technology
I am particularly interested in practical applications of emerging technology rather than using AI simply for its own sake.
Talos is an example of this approach: an agentic codebase peer-reviewer designed to help developers understand and improve their code rather than simply generating it for them.
Talos also explores local LLMs, speech-to-text, text-to-speech, wake-word detection, and screen reading.
I have also explored Stable Diffusion, ComfyUI, Hunyuan3D, ControlNet, and IP-Adapter, including building a pipeline for generating textured 3D assets that has been used within QuestFarer.
Community & Education
I enjoy sharing technical knowledge and contributing to the wider game-development community.
I have led Unity and game-development workshops through Hacksmiths, volunteer with IntoUniversity, and have volunteered at events including the AI and Games Conference and Good Game Dev Fest.
Interests
I am particularly interested in the future of game development and the responsible adoption of emerging technology.
I enjoy exploring how new tools can expand what developers are able to create while keeping strong engineering, design, and human judgement at the centre of the process.
I am interested in opportunities across game programming, engine development, gameplay systems, AI, technical tooling, and technical production.
Education
MSc Computer Games Programming
Goldsmiths, University of London
Graduating September 2026
BSc Computer Science
King's College London
Graduated 2025