AI Systems · Game Development · Software Engineering
I work at the intersection of computer graphics, AI, and games. I'm drawn to hard technical problems — graphics pipelines, reinforcement learning, and making tools to help developers to be productive. I code alongside LLMs daily and have a strong interest in automated trading.
Two peer-reviewed publications in computer graphics: VISIGRAPP 2020 on sparse 3D textures for real-time global illumination, and SIGGRAPH Posters 2026 (accepted) on the Stable Diffusion multi-view 3D texturing pipeline. Former lecturer at Mammoth Interactive, teaching Unity and C# to online students.
BSc in Multimedia Design & Technology (Kent), and MSc in Computer Games Engineering (Newcastle).
Freelance Unity developer on Upwork — 56 completed contracts and 1,800+ hours across game development, AR applications, shaders, and 3D modelling. Experience integrating into existing client teams and codebases.
Worked on 3D games and apps: code, level-desin and ui, character animations, UI and rendering. Created shaders, including compute shaders and optimized rendering performance.
Author of a free tool for texturing 3D models with Stable Diffusion on home PC. Features perspective-shifted multi-view projection across up to six cameras, inpaint-texturing and blending via brush masks, depth-aware UV-space inpainting, and UDIM support via geometry-shader texture arrays.
Runs locally on one consumer GPU. Open source under AGPL-3.0.
Created single-click Windows installers for state-of-the-art open-source 3D generators — no CUDA Toolkit, Python setup, or command line required. Each bundles its own portable Python, PyTorch, and CUDA wheels inside a zip archive. Created to let artists use these generators without dev-ops friction, and to extend StableProjectorz with integrated mesh generation.
A personal project exploring automated trading through machine learning. The work involves reinforcement learning for multi-asset decision-making, and distributed training infrastructure. Techniques include world models, discrete latent variables, distributional critics, successor features, cross-modal fusion across heterogeneous market data, and analytical transaction cost modelling. All built from scratch — data pipeline, simulator, agent, and deployment.
Inspired by Nvidia's VXGI, this is my custom 3D engine featuring Real-time global illumination via voxel cone tracing with two light bounces. Uses sparse 3D textures, compute-shader mipmap chains, and a deferred rendering pipeline. Runs at 60 FPS at 1920×1080 on a GTX 980. This work led to a publication at VISIGRAPP 2020.
Online 3D multiplayer action game for iOS and Android. Client-server architecture with TCP sockets on a VPS, dead reckoning, and real-time state synchronisation. Territory capture on a spherical planet, defensive towers, multiple weapons, and a roaming boss AI.
Solo developed and released on both stores.
3D speed-run action game. Full cycle from prototype to store release — ability and aggro systems, pathfinding, scalable UI, save/load, in-app purchases, light baking, and occlusion culling. Profiled and optimised for mobile CPU/GPU.
Solo developed and released on both stores.