Games Developer
Building physics-driven, fast-feeling games in Godot 4. Based in Yorkshire - studying Games Development at Leeds City College.
A from-scratch single-player FPS in Godot 4 built to replicate the movement and feel of Quake Live - including bunny hopping, strafe-jumping, and surf ramp physics.
A technically precise recreation of Counter-Strike: Source movement in Godot 4 - wishdir acceleration, air-strafing, bunny hopping, and full surf ramp physics.
A game jam entry built around the theme "Metal Wizard" - you play as a wizard in a post-apocalyptic wasteland, using telekinesis to fling scrap metal at enemies. Combines precise physics-driven projectile mechanics with arcade-style combat.
A god-game built around the theme "Adaptation" - you take the role of a deity shaping civilisations, seeding life, and guiding species to survive changing conditions. Worship fuels your power, tying your survival to theirs. Inspired by the macro-scale of games like Spore and Universim.
I'm a games developer focused on the mechanics layer - movement systems, physics fidelity, and the feel of a game before anything else. Currently studying Games Development (Level 3) at Leeds City College.
I've shipped projects solo and through game jams: a full FPS built to replicate Quake Live's movement, a technically precise CS:S movement controller in Godot 4, and a modular weapon system. I care about making things that are actually good to play.
Outside of dev, I fence at Harrogate Fencing Club. I also shoot photos, and care a lot about fashion and how put together I look. I'm a native speaker of Portuguese and English, and speak some French.