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.

Low-code operations tools02 — Phase one
01Staff-facing screensPower Apps
02Data modelMicrosoft Lists / SharePoint
03Workflow & automationPower Automate

Outgrown → React · TypeScript · Node · SQL

Internal · phase one, 2025
02

Power Apps / Power Automate / Microsoft Lists

Power Platform Internal Operations Suite

Three staff-facing tools built in April–July 2025 that moved contractor management, housekeeper attendance and stock ordering off paper, spreadsheets and verbal handover into structured, auditable workflows.

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.

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.

A second gameplay frame showing the player, an NPC and the player health barAnother 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 →