Right now I'm working on two projects. The first project is very important to me:
Project 1: The Diamond Adventures:
For the last year of my life along side everything else I've been working on this game, but not by myself. 1 year ago i was approached by the Youtuber known as "MiniTDM" and they asked me "Hey, you're a game dev right? Did you want to work on a project with me?" And i responded with "sure! What's the idea?" they shared the idea and then i told them to take some time to lay out the basic story. Some time passed before work began but when it began i wasn't just by myself. MiniTDM isn't a game dev hence why they asked me but they have a following of 24k people so forming a team was easy. We spent the first 3 weeks recruiting people, we ensured that people were trust worthy and willing to work by getting everyone who wanted to join to do a test based on their field of expertise and we performed some background checks, slowly the team grew to around 15 people and then we just started working. Now we are a team of 25 people! We plan to release TDA next year.
Project 2: FNaF AR Reborn:
Just over a year ago the popular FNaF game "FNaF AR" shut its servers down as the developers hired to make the game stopped working on it. So to avoid getting tired of working on TDA i started to work on a fun little side project where i begin to rebuild the core functionality of FNaF AR. This project has been going well as i only started it on 25/09/2025 and i have already replicated most of the AR functionality of the game. So far I've learnt a lot about mobile games and AR games. This project is purely for fun and if it were to release it would be completely free of charge, all credit would be given to Illumix and Scott Cawthon as the IP and Game would not be of my own and it would be released purely for the fans of the franchise. I plan to add my own spin on top of the game and improve the game slightly by adding in some core functionality that the base game lacked making it hard to run the game on certain mobile devices. To make this project more of a challenge i wanted to make every single model myself, this will help me improve my modelling and texturing skills drastically.
I do also have a couple of other projects that I'm working on but very slowly and they aren't important or have anything ground breaking in them, they are just for fun or for a learning experience. The other major project that can be seen can be found via my YouTube linked below it's a Doctor Who based game that has ideas, has plans, everything is there, its just not something that a single dev can accomplish as the project scope is GIANT.
You can also find me dotted around making 3D models for people occasionally and as i improve more and more I'll likely try and turn it into a fully fledged side hustle but for now i don't think my models are of a good enough quality to do that.
For a while now I've been using blender, as stated elsewhere on this website! Throughout my time using the software I've come to learn a lot of things, from the basics you need to know, to the highly advanced things, I've likely learnt it. Now I don't know everything about the software in fact i discover new things every time i use it but i hold onto all that knowledge and use it all the time. As of publishing this website i have started dabbling into 3D rigging basics and the more advanced side of it. I've now been able to produce "industry grade" rigs that are super intuitive to use and require little to no understanding of it besides the name of a couple sliders. Using this kind of rig animating models has become so much easier and so much more fun, the expressions i can show that once took 4 different bones now only take the movement of 1 or 2 master bones.
For the modelling side of blender i know a couple different ways but my most frequent one is the use of a cube and a subdivision surface modifier for my character models as I've found this the best way to capture the desired shape. I would like to try sculpting as well but I'm waiting on getting a drawing tablet for that. I tend to do hard surface modeling but i have also been learning normal maps and plan to learn baking so i can put high res normal maps on low poly versions of objects to save that poly count!
UV and Texturing
When it comes to this i find this to be the hardest/most annoying part. UV unwrapping is a very long winded process if you are working with extremely high detail models such as some character models (e.g. the lolbit one i did) as you need to go and ensure that everything can be unwrapped properly and that it's seamless. I've always struggled with this but i constantly try to improve it as i want my models to be easy to use and understand even at the retexturing level! For texturing i use krita and use its wide variety of brushes to capture every detail i could need! I tend to use a canvas size of 4096x4096 as it is a good size to capture detail on and helps to prevent their being a lack of detail which I've found to be an issue when working with a 1024x1024 canvas.