I am a game programmer with a particular interest in multiplayer games. I started with simple games in JavaScript and mostly used C# in Unity during university, shifting towards C++ in Unreal Engine in my final year.
Read more about my journey here. Check out my CV!
I am currently working as a network programmer for nDreams, one of the biggest VR game developers. I contributed to Ghostbusters: Rise of the Ghost Lord and its following DLC Frozen Empire, and I’ve been working on a variety of mechanics for other unannounced projects, including my favourite finger-tracking online multiplayer game.
My experience primarily focuses on client–server gameplay systems that rely on networking and multiplayer architecture. I’m currently expanding my skill set towards backend/server engineering and engine tooling, areas I’m keen to explore further.
Other projects
About me
Stumbling upon a Unity course in high school is when it clicked for me that my passion for games could become a career… so I moved >2000km away to study it. I explored most game dev disciplines, including animation and environment art by 3D modelling in Maya, but my go-to has always been programming.
I started with simple games like Pong in JavaScript and I’ve developed a few prototypes in Unity. Wishing to explore more, I persuaded my final year's university team to switch to Unreal Engine. What draws me towards games is the social aspect, so my attraction towards multiplayer just made sense.
Shortly after graduating, I got hired by nDreams as their Graduate Network Engineer. I joined right after Ghostbusters: Rise of the Ghost Lord was released, so I had to quickly adapt to the fast-paced work environment and large codebase to be able to fix network-related bugs. Following my progression into junior engineer and now programmer, I’ve worked on a variety of features for multiple unannounced projects, ranging from UI and rapid prototyping game mechanics to leaderboards and implementing a multiplayer core gameplay loop (authentication, matchmaking, lobbies and session-based matches with rounds) using an AWS-hosted in-house backend architecture and third-party tools.















