Junior developer in Liverpool. BSc in Computer Games Development from LJMU, two years at PlayStation in QA, and now building my own projects. Looking for my first proper software dev role.
I'm based in Liverpool. I have a BSc in Computer Games Development from Liverpool John Moores University. The course covered the same core CS material as a Computer Science degree (C++, Java, data structures, algorithms, software engineering), plus the applied side of actually building games.
Before going independent, I spent two years at PlayStation as a Software QA tester, working on unreleased system software for PS4, PS5, PSVR, and PSVR2. Since leaving I've built and released a commercial game on Steam, a procedural planet generator, and a few smaller projects.
I'm now looking for my first proper software dev role, preferably in or around Liverpool. I want to keep learning, work with people who know more than I do, and start contributing properly.
A mix of stuff I learned in my degree, at PlayStation, and on my own projects. I'm comfortable picking up new tech when I need to. This site is my first Laravel project, for example.
Built and released Athyra: Rock, Paper, Scissors, a commercial psychological horror game on Steam. Handled all the programming, systems design, art pipeline, and post-launch updates myself. Also built a procedural planet generation tool using marching cubes and raymarching shaders (free on itch.io), and a card-based dungeon crawler with a custom rules engine. Worked across Godot, Unity, and Unreal Engine using C++, GDScript, and engine tooling.
Worked on unreleased system software for PS4, PS5, PSVR, and PSVR2. Ran compliance and regression test cases against new console builds, logged bugs in Jira with proper reproduction steps and supporting evidence, and worked with Global Format QA teams to keep test coverage and reporting consistent. The job was a solid grounding in debugging, version control, and how a structured engineering team works day to day.
A psychological horror card game I released on Steam in 2024. I programmed all of it: state machine, save/load, dialogue and event systems, build pipeline, post-launch patches. Reached over 28k Steam page views through organic discovery.
Three-year course covering programming fundamentals (C++, Java, data structures, algorithms, software engineering) and applied games development. Final-year research project looked at optimising 3D Gaussian Splatting rendering.
If you'd like to chat about a role, a project, or anything else, just drop me an email.