All work

Professional work

Gameplay, narrative and simulation

My professional work has centred on how systems become something a player can read and interact with: character control, conversations, survival mechanics, pedestrians, traffic and fauna. These roles brought programming together with narrative and character performance, within teams building very different kinds of worlds. Founder, Project Ocean and The Architect: Paris are the projects represented here; my independent Founder Engine work is presented separately.

Founder

Role
Game Programmer · Story Co-author
Studio
Digital Continue
Period
2024–2025

At Digital Continue, I developed character control, inventory, survival and dialogue systems for PC, PCVR and Meta Quest 3. I also co-authored the story and built the branching narrative system and an AI-assisted writing tool used to develop it. The work extended into character performance: integrating voices and dialogue in Unity with FMOD, refining lip sync and facial animation, and creating characters in Reallusion Character Creator for use in the game. This connected the underlying interaction systems to how a conversation actually felt on screen and in VR.

Project images from Founder at Digital Continue. Team production, with my contributions described above.

Founder · character title screen

The title screen represents the narrative and character-focused project at Digital Continue. My work connected gameplay, branching dialogue, voice integration and character performance.

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Project Ocean

Role
Gameplay Programmer · Contract
Studio
Jo-Mei
Period
2023–2024

At Jo-Mei, I worked within the existing Sea of Solitude game and codebase, adapting it for the sequel project, Project Ocean. My focus was systemic AI and fauna behaviour, including interactions between multiple agents in a narrative setting. Working inside an existing game meant understanding its assumptions before extending it: how behaviours were connected, which systems could be reused and how new interactions would fit the world. The images here are official Sea of Solitude material showing that foundation, rather than screenshots of the sequel work.

Official Sea of Solitude images · Jo-Mei / Electronic Arts. They show the existing game foundation used for Project Ocean, rather than the sequel changes.

Sea of Solitude · Project Ocean foundation

Official imagery of the existing game world I worked within while adapting its codebase for Project Ocean. It establishes the foundation, not the sequel changes.

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The Architect: Paris

Role
Gameplay Programmer · AI Tools
Studio
ENODO Games
Period
2017–2018

At ENODO Games, I worked on agent-based pedestrian simulation, traffic simulation and city systems, connecting them to gameplay and architectural visualisation. The Architect: Paris gives players control over buildings and districts; my contribution focused on the behaviour and tools that help those spaces function as a city, alongside the team's building and visual work.

Official Steam images · ENODO Games / 5PM Studio.

The Architect: Paris · building workflow

Official building-design view. My contribution was in gameplay, agent-based simulation and AI tools within the wider city-building production.

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Technical breakdown

Narrative through interaction and performance

On Founder, branching dialogue and writing tools supported authored choices, while FMOD voice integration, lip sync and facial animation carried those choices into the game. The programming and character work met in the delivery of a scene: making the system respond correctly was part of making the conversation believable.

Behaviour at the scale of a world

Pedestrians, traffic and fauna share a concern: individual agents need understandable behaviour, and their interactions need to remain coherent as the world becomes busier. My work on The Architect: Paris and Project Ocean explored that problem in different settings, within each team's existing systems and production constraints.

Project images and credits

Founder images were supplied from the project. The Architect: Paris images come from its official Steam gallery, credited to ENODO Games / 5PM Studio. Sea of Solitude images come from its official Steam gallery, credited to Jo-Mei / Electronic Arts, and illustrate the foundation used during Project Ocean development. They do not imply a credit on the original Sea of Solitude release.

These are collaborative productions. The project descriptions identify my role, and the image credits identify the public material used. Founder at Digital Continue is a separate project from Founder Engine.

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