Multi-award-winning co-op multiplayer drink-serving simulation platformer about barrel-wearing squirrels in a bar
Lead Programmer
Created in-engine tools for designers to create scriptable player interactions.
Oversaw development of networked multiplayer into existing systems.
Responsible for robust interaction system that can handle multiple players.
Research Paper detailing new methodology for maximising space using impossible geometry in VR
Project Lead
Conceived a concept that helps reduce inherit limitations of all VR environments.
Created participant demo in Unity and deployed it to Quest 2 via Meta store.
Designed and conducted participant research study to test feasibility of approach.
Documented research findings in accordance with journal standards from publisher.
Unity tool for rapid implementation of any ranged weapon with complete flexibility
Sole Creator
Developed a modular and flexible system to allow for expansion on large projects.
Created integrated object pooler to increase performance rapid instantiation.
Wrote robust user documentation to aid end-users throughout their development.
A PlayStation 1 style shooter game that combines fast-paced action with the adventure of a spy story
Sole Creator
Coded custom terrain shader for quick prototyping under the defined brief.
Worked to harsh optimisation goals - used 0.05% of modern graphics resources.
Constructed free-flowing combat system for first-person combat with many targets.
Vertical slice of horror game set in procedurally generated labyrinth
Sole Creator
Designed custom procedural maze generator which utilised Delaunay triangulation.
Created combat system with dynamic weapon accuracy and competent AI opponents.
Implemented custom shaders into Unity's Universal Render Pipeline.
An exercise in dealing with hundreds of objects in a scene at once
Sole Creator
Simple by design - emphasis on bring an idea to a polished finished product
Exercise in how level design and gameplay mechanics interact with one another
Implemented agile concepts with user-feedback testing cycle
A multiplayer Unity-ECS-based survival game set in a bottomless pit
Sole Creator
ECS workflow for entire project for optimal perfomace when handling many objects
Competent networked multiplayer up to four players
Highly flexibly survival crafting and base building mechanics
These 8-bit style audio tracks are the result of my journey into music. Each one is loopable by design, and supports a distinct game setting.
Visual Novel Main Theme
This track focuses especially on melody. It's an energetic track to set the scene for a visual novel game.
Regal Meeting
This track feels grand but also tense, and maintains a feeling of optimism. Here I imagine two powerful leaders in a high-stakes discussion.
Cold Desert Sand
This track is dark and foreign. It supports a tense combat scene in a distant land. A losing battle in the dunes, under the cover of night.
Deep Fog
This track feels thick and heavy, with many layers. Much like a character wading through a deep fog.
C#
Unreal Engine Blueprints
C++
Game Engine Experience (Unity and Unreal Engine)
Proven Team Collaboration in Cross-Functional Environments
Proficient in Version Control Systems (Git & GitHub)
Strong Problem-Solving Skills
Quick to Adapt
Effective Communicator in Multidisciplinary Team Settings
I'm Mimi, a 22-year-old gameplay programmer. I am currently working with Happy Hour Productions to release "Pint Sized", but as well as this I am working on writing and publishing my findings on my approach to reducing inherit limitations of VR games. My experience has sharpened my skills in team communication, code maintainability and Agile Scrum methodologies.
I've always had a passion for games and continue to work on my own projects in my free time. I like to explore new ideas which push my understanding of game development; educational projects like these are focused on skill development rather than polished, market-ready products. Each one is a valuable stepping stone that helps me explore new aspects of game development however, I would like to continue to expand my portfolio with new self-published titles in the near future.