Property isolation at the service boundary
Projects / Code & motion
Systems built. Decisions explained.
Production software, tested game systems and commercial client engineering — with recorded Unreal projects showing materials, interaction and combat in motion.
Outgrown → React · TypeScript · Node · SQL
An explicit state.
Guarded transitions · Data-driven balance · 137 EditMode tests

Production pipelines / Perforce / Design & QA
Development / In motion
See the systems
come to life.
Three recorded Unreal projects: an award-winning banking scenario, a material study and a character-combat demo.
1st Place · Westpac Hackathon 2024
Unreal Engine / Interactive scenarios
Bank of the Future
An award-winning team project that turns a future banking concept into an Unreal Engine experience. The demonstration makes the proposed setting, usage scenarios and character interactions tangible.
- Scenario prototyping
- In-engine interaction
- Team delivery
Team competition entry. The award recognises the team’s work; this video presents the Unreal-based scenario and interaction demonstration.
Personal rendering study
Unreal Engine / Materials & rendering
3D Tetris · Material Study
A 3D block-stacking demo built to explore material appearance and real-time rendering. The gameplay provides a moving context for studying how the surfaces and visual effects read on screen.
- Material appearance
- Real-time rendering
- Gameplay context
An experimental Unreal project, presented as a material and rendering study rather than a finished game release.
Personal gameplay project
Unreal Engine / Gameplay systems
Musou-style Combat Demo
A complete action-game demo bringing together player weapons, attack animations, NPC state machines and visible health bars. The focus is the working gameplay loop and the connection between character behaviour and player feedback.
- Weapons & attack animation
- NPC state machines
- Health-bar feedback
Uses third-party art and animation assets. My focus was gameplay implementation and integration, not authorship of every model or animation.
Another frame from the demo ↗A closer look
Code to explore.
Work to discuss.
Old Town Hotel and Retro Quest have public repositories for exploring the implementation. The hotel platform, the Power Platform tools and the commercial game work are presented through architecture, responsibilities and engineering decisions.
Interested in a particular system? I am happy to walk through the problem, my contribution and the trade-offs behind the result.
Arrange a conversation →