Senior Game Developer & Technical Artist at SavySoda. I prototype fast, ship commercially, and push how games look and feel — from VR archery, to MMO starship battles.
A massively multiplayer starship-building strategy RPG. Technical art lead — rewrote shaders in HLSL & Shader Graph, ported the project to URP, built automated baking & rigging pipelines for skin and weapon systems.
A VR archery experience for Quest 2, 3, and Pro. Rated 4.4★ across 537 reviews. Served as Producer and led the technical side — getting the game running on Quest 2, driving aggressive performance optimisation, creating baking procedures, improving shaders and topology, and devising a full VRoid pipeline.
A fast-paced naval action game in active development under the lilindie banner. Led full development — built around super clean modular systems with bespoke developer tools for adjusting each module, keeping the design space flexible and iteration fast.
Commercial MMO with persistent universe, PvP, crew progression, and live ops. Improved shader logic and performance across the project.
pixelstarships.com ↗
Location-based real estate empire builder. Drove geometry and shader optimisation across the full project. 41k+ downloads.
google play ↗
Sole developer — handled engine, gameplay, UI, and full App Store submission end-to-end.
app store ↗
Sole developer — cool endless survival horror with handcrafted monochrome atmosphere and tight escalating tension.
play on itch.io ↗
Sole developer — clean modular farming logic system driving crop growth, inventory, and progression layered with wave shooter mechanics.
play on itch.io ↗
Space adventure game with polished level design and tight traversal mechanics.
play on itch.io ↗
Frantic wave shooter with responsive, punchy gameplay mechanics and escalating difficulty.
play on itch.io ↗
Numbers-based game jam entry — responsible for the full technical art pipeline including shaders, VFX, and visual systems.
play on itch.io ↗
Wrote a custom velocity Verlet physics engine from scratch powering the ragdoll and collision simulation. 10M+ plays.
10M+ plays
Short point-and-click adventure with a tight core loop and sustained player engagement. 1M+ plays.
1M+ playsI'm a Senior Game Developer and Technical Artist with over 3 years of professional experience at SavySoda — an Australian studio shipping titles across PC, mobile, and VR. My work lives at the crossroads of engineering and visual craft: I prototype rapidly, build performant art pipelines, and care deeply about how a game feels to play.
I've shipped VR experiences for Quest 2/3 (Archery Pro — 4.4★ across 537 reviews), contributed to a massively multiplayer strategy RPG (Pixel Starships 2 on Steam), and developed multiple commercial mobile titles. Alongside professional work I build indie games under lilindie — a sibling collab spanning top-down adventures, space shooters, and survival horror.
I'm passionate about game prototyping and technical art — shaders, VFX, procedural systems, and squeezing every drop of visual quality out of an engine. I've been making games since the Flash era and I'm not slowing down. Now I'm looking for an ambitious studio building immersive, social, or technically innovative experiences — that's where I want to bring this energy next.
I'm actively seeking opportunities at forward-thinking game studios. Whether you're building the next big VR world, an ambitious multiplayer title, or something entirely new — I'd love to talk.