About Me

I am an aspiring video games developer who enjoys learning about different ways to design and write code. As well as programming I enjoy mathematics and physics in my free time, and I love talking/reading about space. This site is a place for me to make some of my projects and work easily available for anyone to see.

CV: view in browser or download the PDF file (215kb) (Last updated 08/08/17)

Projects + WorkContact MeDev Blog


Here's a few things I've worked on in the past. You can see the rest of my online portfolio and a summary of my technical skills here.

Space Game 2000 - Microsoft XNA + C#

Space game 2000 is a project I'm really proud of because of how inexperienced I was while making it and yet I still have fun playing it now. It features pixel-perfect collision, some interesting powerups and upgrades purchasable from the store, and spaceship movement that I think feels really natural, despite its simplicity.

This was written in C# using Microsoft's XNA framework and it was one of the very first games I made!

Wave Cave - Unreal Engine + Blueprints

This is a pseudo-3D platformer my team and I made during a 24 hour (12 hours every day over a weekend) society-held game jam durng which the theme for was 'Out of the Blue'.

We chose to use Unreal Engine (4.9 if I remember correctly) to develop the game as this was the engine most of the artists were familiar with. However I was not familiar with this engine at all and to make matters worse the machines we were using didn't have Visual Studio installed so the option of writing the game in C++ was out of the window. In retrospect I'm quite glad this happpened as it put me in a position where I had a very limited ammount of time to get to grips with an engine and learn how to use its visual programming interface Blueprints.

By the second half of the Game Jam I was quite comfortable with blueprints and the engine as a whole. This allowed me to implement procedurally generated levels, moving platforms, and destructable meshes for the breakable platforms to name a few things.

Overall my team and I were really happy with the outcome and we all had a lot of fun watching people play our games with genuine enthusiasm.

A* Pathfinding - HTML DOM + JavaScript

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Say Hello

If you want to get in touch you can use this contact form, tweet me, or feel free to drop me an email via george.97@live.co.uk). If you use the form make sure to leave your email in the box below if you'd like me to get back to you!

Should you happen to have the time, I would immensely appreciate your feedback on this website. How is it to use? How does it look? Thoughts both good and bad are much more than welcome.

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Here are some things I personally have found helpful or generally interesting on the internet:

  • The AI Revolution - Part 1 - A fantastic article about why human-level AI might not be as far away as you think and why we should all be talking about it.

  • Game Mechanic Explorer - A collection of concrete examples for various game mechanics, algorithms, and effects.

  • PICO-8 - A self-contained game development environment - with code, sprite, level, and music editors - for creating games written in Lua. The "cartridges" you make the games in to are very small in size so while at first it seems you are being quite limited in what you can fit in to a game, it's a good challenge. Here are some examples.

  • Coolors.co - A really neat and useful colour pallete generator for when you can't be bothered to pick your own.

  • Learn OpenGL - A good set of easy-to-understand tutorials for anyone wanting to get into 3D graphics programming with OpenGL. I would personally recommend reading some more technical material on the side to supplement these tutorials and better understand the technical aspects briefly explained within.

  • Shadertoy - A collection of insane shader programs. Though, the website is still in beta and can be really unstable.