01 About

I build games end-to-end — from engine architecture to GPU shaders, from multiplayer replication to full 3D character pipelines. Currently finishing a Bachelor of Game Design at AIT Sydney, with 6 months of industry QA at Sweaty Chair and a portfolio of solo UE5 projects. I'm a self-driven generalist who goes deep on every layer of the stack, and I'd always rather solve a hard problem in a new way than copy a safe one.

02 Experience
Sweaty Chair Nov 2024 – Mar 2025
QA Intern  ·  Sydney, Australia
Unity C# Bug Tracking Regression Testing
  • Executed structured test plans in a live production pipeline, documenting reproducible bugs using internal tracking tools.
  • Performed regression testing across multiple release cycles to maintain build stability.
  • Worked directly with developers and producers to uphold production quality and a strong culture of polish.
Foot Locker Mar 2022 – Present
Sales Associate  ·  Sydney, Australia
  • Coordinated team workflows in a high-traffic retail environment — built communication, leadership, and customer service skills.
03 Projects
Whistle — Open-World Platformer In Development
6 months  ·  Solo game-side developer
UE5C++Technical ArtLevel Design
  • Sole programmer, designer, and technical artist on a team project — owned all game-side development independently.
  • Built a GPU-based foliage tracking system in C++ driving real-time reactive environmental storytelling.
  • Engineered a Universal Occlusion Mask via custom material node graph, dynamically keeping the player visible through any geometry.
  • Designed a modular input buffer with Enhanced Input, coyote time, grind rail, and custom player movement.
Zero-Gravity Multiplayer Shooter Shipped
1 trimester  ·  Solo
UE5C++Epic Online ServicesNetworking
  • Designed and built a networked zero-gravity chaos shooter using EOS for session management and gameplay replication.
  • Diagnosed and resolved desync bugs through systematic reproduction, logging, and iteration.
Stylised Landscape — Environmental Design Shipped
1 trimester  ·  Solo
UE5HoudiniBlenderTechnical Art
  • Built a GPU-optimised grass pipeline (Houdini → Blender → UE5) with hand-tuned LOD transitions for performance.
  • Implemented Runtime Virtual Textures for dynamic world-colour blending; designed a reversed-gravity concept environment.
3D Character — Layton Shipped
1 trimester  ·  Solo  ·  Full DCC pipeline
ZBrushMayaSubstance PainterUE5
  • End-to-end pipeline: concept → ZBrush high-poly sculpt → Maya retopology → Substance PBR texturing → UE5 render.
  • Built a custom cell shader and control rig for stylised in-engine character animation.
Junkyard Drifter — Ubisoft AU/NZ Game Jam 2024 Shipped
2 weeks  ·  Solo  ·  andopie.itch.io/junkworld-drifter
UE5Game JamSolo
  • Designed, built, and shipped a solo skating game in 2 weeks for the Ubisoft AU/NZ 2024 Game Jam.
  • Delivered a complete, polished experience through rigorous scope control and playtesting-driven iteration.
Hack-and-Slash — PS5 Console Port Shipped
Solo
UE5PlayStation 5Console SDK
  • Ported a hack-and-slash game to PS5 — platform-specific input handling, SDK requirements, and certification workflows.