Currently, I am working on my final year Honours project. Where I have used psychoanalysis to design and build an antagonist enemy AI for a horror game. You can download the latest version of the project on itch.io.


A narrative-driven adventure game that tells the story of Aki, a dog lost in the woods. The game was produced by myself and 7 peers in under 3 weeks. I presented Aki to a panel at Indiecade Horizons and we won the 2021 SGDA Community Award.

Roles and Responsibilities:

Audio Designer

  • Sourced the sounds for and mixed 5 environment loops each around 1 minute in length.
  • Used spatial audio in Unity to place each loop at relevant places on the map.
  • Created and mixed sounds for game cutscenes using Foley techniques.
  • Set cutscene sounds to play in cutscene manager.
  • Voiced the narrator who guides Aki.

Gameplay Programmer

  • Designed and helped build a cutscene manager that plays audio and displays images with a parallaxing effect.
  • Solved bugs and implemented solutions when user testing began.

UI and UX Designer

  • Created a graphic style guide for promotional materials.
  • Designed and implemented a main menu and pause screen in Unity.


  • Edited a game trailer and showcase video.


A simulation of a school of sardines written in C# and based on the BOID model by Craig Reynolds. Built by myself in Unity in 2 months.

My development blog can be read here, and the project can be downloaded from itch.io and GitHub.


  • Developed systems that made the BOIDs avoid obstacles, group together and move to the centre of their group.
  • Built a system that prioritizes BOID behaviour based on surroundings.
  • Built and designed the behaviour of basic predators.
  • Built a UI that controls parameters in simulation.
  • Created and animated sprites for BOIDs and predators.
  • Edited a Devlog showcase for YouTube.


Dodge asteroids in a little pink spaceship in this outrun aesthetic arcade game. I made this game solo in Unity in under 48 hours.

Download it on itch.io.


  • Built a character controller with subtle lerping and rotation for game feel.
  • Built a spawner for random sized rotating asteroids.
  • Used a wireframe shader and postprocessing to achieve a specific ‘Outrun’ aesthetic.
  • Used BFXR to make sound effects.
  • Used Unity’s built-in tools to make particle effects.
  • Edited a Devlog showcase for YouTube.

YouTube Channel

I run a small YouTube channel where I produce videos discussing game design, devlogs about my projects and short documentaries on random topics. I’ve entered some of these videos into international film festivals.

… and remember to like and subscribe.

I look something like this

About Me

Currently, I am in my fourth year of studying a BA (Hons) in Games Design and Production at the University of Abertay. During my time at university, I have collaborated with industry clients including Blazing Griffin and Cloud Imperium.

My proudest achievement is completing Factorio in under 15 hours.

If you would like to contact me you can send me an email at enquiries4jim@gmail.com or reach out on Twitter or Linkedin.