
Unannounced AAA Sci-fi Game | Climax Studios Co-Dev
Responsibilities
- Designing and Implementing AI States
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Collaborating with multiple disciplines
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Providing Documentation​
- Maintaining and refactoring systems​
- Reporting to AI and Tech Leads
Role: AI Programmer
My role on this game was working on Enemy AI for bosses and grunt enemies alike in Unreal Engine 5.
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Release Date
TBA
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Experience
1 year
Tools
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C++
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Unreal Engine 4 and 5
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Behaviour Trees
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Custom EQS queries
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Profiling and Optimisation
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Mindseye | Climax Studios Co - Dev
Role: AI Programmer
Assisted the client in building the AI for enemies in the game.
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Experience
6 months
Tools
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C++
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Unreal Engine 4
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Behaviour Trees
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Custom EQS queries
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Responsibilities
- Implementing AI Abilities
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Collaborating with multiple disciplines
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Maintaining Documentation​
- Fixing and refactoring systems​
- Reporting to AI and Tech Leads

Deathground | Jaw Drop Games
Responsibilities
- Designing and Implementing AI States
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Collaborating with multiple disciplines
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Providing Documentation​
- Maintaining and refactoring systems​
- Reporting to AI and Tech Leads
Role: AI Programmer
Deathground is a solo and co-op survival horror game that throws players into a desperate battle for survival against deadly AI dinosaurs.
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Release Date
TBA
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Experience
+2 years
Tools
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C++
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Unreal Engine 4 and 5
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Behaviour Trees
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Custom EQS queries
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Perception System
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Profiling and Optimisation
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I had the awesome opportunity to assist Housemarque in the enemy AI development until it was shipped.
Returnal | Climax Studios Co - Dev
Role: Junior AI Programmer
This Flaghsip PS5 title is a roguelike that features intense combat with a variety of enemies on a procedurally generated world.
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Experience
6 months
Best Game, BAFTA Awards, 2022
Best Action Game, The Game Awards, 2021

Fly for your life | Graduation Project
Role: Solo Developer
This is an anti-gravity racing game that pays homage to titles like F-Zero and Wipeout. I worked on it on my own as my graduation project at Breda University of Applied Sciences (former NHTV), in The Netherlands.
Experience
5 months
Tools
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Unreal Engine 4
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C++
Responsibilities
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Artificial Intelligence
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Steering Behaviour for simple movement around track.
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​Game Physics
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Hovering: Uses PID controls for more precision and ability to fine-tune variables.
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Custom Gravity: Allows for vehicle snapping to track in any direction (i.e. driving upside down).
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Movement: Physics-based Acceleration, Braking, Turning.
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Gameplay
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Position tracking along custom-built level
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Time keeping for laps
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I had the opportunity to work on a series of level editing tools, and Artificial Intelligence, implementing an innovative Steering algorithm that is soon to be published in a book. TBA.

Internship at Mechamania
Role: Programming Intern
I undertook an internship at Mechamania, an independent studio in Nijmegen, The Netherlands, as part of my Bachelor studies in Creative Media and Game Technologies.
The game featured a bespoke cabin for a groundbreaking localised VR-experience.
Experience
5 months
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Tools
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Custom Engine
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C++
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Custom Behaviour Trees
Responsibilities
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Make level editing tools for artists
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Make Path-following and Node-System
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Develop a custom Behaviour Tree
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Report to my company surpervisor
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Design & Implement an innovative Steering algorithm
Being part of this year-long student project was very rewarding. I got to be part of the project from its Concept phase to its Pre-production, production and release on Steam.
The feedback from the lecturers' at Breda University was invaluable to get the project to such a high quality.

Bone Voyage
Role: Gameplay Programmer
Bone Voyage is a third person adventure game set on a Vessel to the Afterlife. Use your skeletal body to your advantage and explore the ship in unique ways to uncover the mystery of the ship and its inhabitants!
Experience
1 year
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Tools
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Unreal Engine 4
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C++
Responsibilities
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Worked on Bone Removal mechanic
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Maintained Dialogue System
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Ownership of Door System
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Maintained Mission System
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Implemented gamepad input
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Collaborated with QA team to fix bugs
Winner of INDIGOx Award 2019
Winner of Game Bakery "Best Student Game" Award
Our team made a game from an engine built from scratch, the Lux Engine.
This was an ambitious student project as the deliverable goal was having it running on PS4 hardware and we ticked that box with flying colors.

Drivinity
Role: AI Programmer
Drivinity is a fast-paced anti-gravity racing game where Egyptian Gods collide in an epic race to decide once and for all who is superior.
Players can choose between two different Gods to race in a futuristic Egyptian city where technology has mixed with ancient Egypt.
Experience
5 months
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Tools
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Custom Engine
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C++
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PhysX
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ImGUI
Responsibilities
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Implement Context Steering for the AI
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Develop and maintain the vehicle physics
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Add tweakable variables for the vehicle controls
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Work together with Designers and Artists
Barrel Roll
Role: Producer
Barrel Roll is a university project that features a custom controller interfaced with an arduino. The player gets a thrilling experience to lead our cowboy pig character through the barren Wild West desert in this one-of-a-kind runner.
Our team worked hard to deliver a high quality prototype within three weeks and I had the the pleasure of leading this project as a producer.
Experience
3 weeks
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Tools
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Unity
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C#
Responsibilities
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Write and update the GDD
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Conduct playtests with our target audience and collect feedback
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Lead daily meetings and weekly reviews
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Check in on team members progress and well-being
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Present the game to the university's lecturers and students

I was the programmer from the core team in this university project, working closely with Design and Art developers to bring the vision into reality.

Candy Chaos
Role: AI Programmer
Candy Chaos is a wonderful looking game that takes place in a candy world and enables players to take on pastry enemies with a candy cane sword.
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Difficult combat is the core gameplay mechanic of this game, evidenced by Pip's two health points. Dexterity and grit are necessary skills to get through the waves of enemies in this fantastical experience.
Experience
2 months
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Tools
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Unreal Engine 4
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UE Blueprints
Responsibilities
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Implement Camera and Controls
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Developed basic Enemy AI for the Jaw Breaker
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Implementing character animations made by the Art team
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Working together with Designers on balancing
ABOUT
I understand my role as an AI Game Programmer as the continuous pursue of excellence in every feature I implement to aid the player's experience.
Feedback, teamwork and numerous iterations are essential to achieve the vision for the game and grasp the elusive fun that every successful project must find.
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I have the right to live and work in the UK and EU, so I'm open to roles in in either of them.
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Outside work hours I enjoy meeting up with friends, playing football, and engaging in other creative ventures such as writing music.