
About Me
Technical Artist, Unity Developer and Project Lead with nearly a decade of experience building Unity-based PC and VR training applications. I have progressed from 3D Artist into a hybrid Technical Artist, core systems developer and project leadership role whilst retaining hands-on responsibility for 3D asset production.
My experience covers the full product lifecycle, from identifying customer requirements and supporting commercial proposals through to defining scope and technical approach, planning delivery, acceptance testing and long-term customer support.
I design reusable Unity systems and tools that can be applied across current and future projects. I also work closely with clients to ensure development remains relevant to their needs. Alongside this, I mentor junior team members, helping them build their skills and contribute effectively to the wider team.
Outside of work, I enjoy both playing and making video games, and have completed 3 real GameBoy games that truly function on original hardware. I also enjoy arthouse cinema, music production, DJing, history, reading, and painting Warhammer 40,000 miniatures.

This shader takes data from a third-party application and converts the float values into exactly 20 segments on a gradient, which are then lerped between to create a dynamic fill effect.
Project History
​Working in the digital twin space, I have had the opportunity to work on "serious" games in Unity, using various tools and skills to meet client requirements. These were primarily built using a combination of: Unity, 3DS Max and Quixel Mixer, and laser scanning with a set of tools I designed and built to transfer client-provided CAD data into usable 3D data for artists.
​
I have also acted as a sole indie game developer for my three Game Boy titles, which run on the original hardware, PC, and any device that supports Game Boy emulation.
​
-
Project Lead, Technical Lead - TSC Equipment Explorer (2026) - PC / Quest 2 & 3 / AWS
-
Project Lead, Technical Lead - TSC Isolations Training & LOTO (2025) - PC / SteamVR / AWS
-
Project Owner, Solo Indie Developer - Lunar Mystery 2103 (2024 - 2026) - Game Boy / PC
-
Project Lead - TSC Green Hydrogen Production (2024) - PC / SteamVR / AWS
-
Project Lead, Technical Lead - BP Global Isolations Training Sim (2023 - 2024) - PC / Igloo Vision Dome
-
Project Owner, Solo Indie Developer - The Train Part 2 (2023 - 2024) - Game Boy / PC
-
Project Lead - TSC Hazard Identification (2023) - PC / SteamVR / AWS​
-
Project Owner, Solo Indie Developer - The Train (2021) - Game Boy / PC
-
Lead Technical Artist, Technical Lead - Halliburton Surface Well Tester (2021 - 2023) - PC / SteamVR
-
Lead Technical Artist - HighView Power BluCRYO Battery Digital Twin (2021) - PC
-
Project Lead, Lead Reality Capture Technician - Forth Valley College Training Rig (2021 - 2022) - PC
-
​Technical Artist, Reality Capture Technician - Liberty Steel Stocksbridge Digital Twin (2020) - PC
-
Technical Artist - TSC Tank Farm Interactive Virtual Plant (2018 - 2019) - PC / SteamVR / Igloo Vision Dome
-
3D Artist - TSC Centrifugal Compressor Interactive Virtual Plant (2018 - 2019) - PC / SteamVR / Igloo Vision Dome
-
3D Artist - TSC Three Phase Separator Interactive Virtual Plant (2018) - PC /SteamVR / Igloo Vision Dome
Game Boy Enthusiast
Entirely self-taught, I'm a keen Game Boy development enthusiast, and have been creating fully-functional titles since 2021.
​
I have delivered three successful Kickstarter campaigns, allowing me to distribute my three major titles The Train (2022), The Train Part 2 (2024), and Lunar Mystery 2103 (2026) worldwide to highly positive reception in the indie game community.
​
Each release demonstrates my continued development across the tools necessary to create these games.
​
​






.png)

