Software Engineer at Nequinox Studios
AAA Titles | C++ / C# | UE5 / Unity
For the past year, I have been working as a Mid-Level AI & Gameplay Engineer on an unannounced AAA project, contributing in a co-development capacity across both gameplay and AI systems.
Designed reusable and data-driven AI behaviours
Developed gameplay systems using GAS and scalable gameplay logic
Implemented AI systems (targeting, controllers, State Trees, EQS, combat)
Built internal AI tools and debugging plugins
Contributed to animation systems (turn-in-place, aim offsets, elevation warping)
Simplified Animation systems to be scalable and reusable.
Collaborated across multidisciplinary teams
Developed and tested multiplayer systems
As a Mid-Level Programmer, I contributed to the continued development of an unannounced Nintendo Switch port over a three-month period, focusing on core platform technology and cross-platform support.
Implemented platform core tech (errors, invites, friends, privileges, web browser)
Supported Photon integration for multiplayer functionality
Contributed to cross-platform development (PC and consoles)
Debugged and resolved Switch-specific issues
Applied abstraction and composition for scalable code
Created performance tech to monitor and optimise performance
As a Mid-Level Porting Engineer, I worked on Undisputed, contributing to its release on Xbox Series X|S and PlayStation 5 using Unity and C#. My role focused on adapting and optimising the game for console platforms, while ensuring full compliance with platform requirements and delivering a seamless player experience.
Contributed to core platform tech stack development
Implemented console features (invites, trophies, activities, suspend/resume, controller handling)
Integrated PlayFab services for online and multiplayer systems
Optimised performance (memory usage, leaks, physics bottlenecks)
Debugged and resolved cross-platform issues
Ensured TRC and XR compliance across all systems
Collaborated across multidisciplinary teams
As a Junior Gameplay & AI Programmer, I spent two years working on an unannounced Unreal Engine 5 project, contributing across both gameplay systems and AI development in a C++ codebase. This role gave me hands-on experience with production-level systems, multiplayer architecture, and advanced AI tooling.
Developed gameplay and AI systems using Unreal Engine 5 (C++)
Implemented AI features using EQS and advanced navigation systems
Integrated Kythera AI for 3D navigation and cover mechanics
Contributed to internal AI tools, including an AI Action System
Built networked gameplay systems with replication and server travel
Developed core gameplay features (interaction, weapons, damage, player systems)
Gained experience working within a multiplayer architecture
During a six-month contract with Poly Fruit Studios, I contributed to the development of Kingdom Jump as the Lead AI Programmer. In this role, I was responsible implementing the behaviour of all ten enemy types featured in the game. I developed efficient, scalable AI systems tailored for mobile platforms, ensuring both performance and maintainability.
AI Programming
Finite State Machines
Animation Programming
Writing clean and optimal code for mobile.
Composition programming