Game development since 2021. UK.

I started in Unreal in 2021, added Unity along the way, and graduated with a BA in Game Development Programming from Falmouth in July 2025.

On a nine-person capstone I owned the ability and combat frameworks. On a seven-person platformer I was the only programmer. Both times tooling kept us moving. A designer who can author content without waiting on code keeps the whole team moving.

So I keep building editors: a quest graph, a talent tree, a runtime console, a pooling system with its own debugger. Each one started with someone on the team being stuck, and each one shipped inside a real project before it became a plugin.

In-house plugins: Nerve Quest, Nerve Talent Tree, Developer Console, Dynamic Object Pool, Nerve Dialogue, UI Framework, Actor Persistence, Save System, Game Actions, Global Signal, Status Effect, Floating Numbers, Notification, Loading Screen, Async Actions, Input Router, Rich Text Enhanced Input, Collision Definition, Cinematic Letterboxing, Generic Menu, Character Settings, Editor Utility Actions, Function Library, Miscellaneous.