An in-world database interface built in Unity and C#, with tabbed navigation, a
holographic art direction, and an animated world map created in Wonderdraft, cut
out in Photoshop, and brought to life in Unity. A novel-scale worldbuilding project
turned into a real, navigable product.
Built as my final-year project at Pulse College, where it earned its 90% grade.
The coursework is done, but the project isn't: I'm still actively extending it.
The walkthrough above shows the full experience: it opens in a 3D cockpit in orbit,
overlooking the planet the world takes place on along with its star and moons, then
enters the codex through an animated transition and tours every section and feature.
Before designing the Codex in Photoshop, I wireframed every screen in Excalidraw
and linked them together to plan how a player would flow between factions, menus,
and subcategories. The structure I sketched here is the one that shipped.
2BACKGROUND
The Codex background started as a flat grey canvas. A grunge texture gave it a worn,
industrial surface, a dotted layer set to multiply added a digital feel, then exposure
adjustments and a blue colour filter pushed it toward the cold, futuristic tone the
whole interface sits on, with abstract layers on top for depth.
3ICON DESIGN
Every Chain icon was built up in stages: a traced diamond base with a darkened
marble texture and bevel for depth, a second inset copy layered behind it, a numeral
filled with a crackling lava mask, then chains wrapped over the top with rusty metal
textures and glow passes.
4GLOBAL VOLUME
Setting the UI canvas to Screen Space Camera meant the whole interface could be
hit by Unity's Global Volume post-processing: bloom, vignette, chromatic aberration,
and a subtle lens distortion. The same screen went from a flat menu to something
that feels viewed through an actual device, and it changed the atmosphere of the
entire Codex.
5UX FEEDBACK
Feedback flagged that the blue cursor was disappearing into the blue-heavy
interface. I switched it to white, then realised the navbar had the same problem
and inverted its colour logic: selected items in white, inactive in blue. A small
change that instantly made the whole interface easier to read.
6WORLD MAP
The world map began in Wonderdraft, then every province was manually cut out
into its own asset with matching glow outlines. In Unity, each region got its own
polygon collider and a script handling hover, selection, glow, and animation states,
with the selected province pushed to the top of the render order so its highlight
is never hidden behind a neighbouring region.
7PERFORMANCE
The first standalone build exposed frame drops the editor had hidden: scene-wide
object searches firing on every map click and settings open. I replaced them with
cached lookups that reset on scene load, plus a warm-up script that initialises the
map's animators and audio before the first click, so the first interaction is as
smooth as the hundredth.
83D & SHADERS
Bloom alone couldn't give Helion its halo: bloom is screen-space, so it favoured
the closer planet and left the star looking tight. I wrote a custom shader for the
core and corona, then added a large billboard glow quad behind the sun with an
additive radial gradient. Helion got its huge warm halo in real 3D space, without
contaminating the planet's lighting.
About
I'm a creative technologist working in the space where design meets engineering,
where an idea becomes something you can click, play, or explore.
What sets me apart is that I don't stop at one half of the job. I can take an idea
from the design side all the way through to a working build, and I don't call
something finished until it looks right, feels right, and runs right. That standard comes from
building things for myself long before anyone asked me to: games, tools,
worlds, machines. When you build to your own bar, cutting corners stops
being an option.
I pick things up fast and I learn by doing. Hand me a new engine, pipeline, or tool
and I'll be productive in it within days, not weeks. I bring the same attitude to
AI: I use Claude Code, Cursor, and other LLMs as part of my everyday
workflow to move quicker, without ever lowering the bar on craft.
And I finish what I start. The Sixth Chain went from a blank page
to a complete, working product because I scoped it, sequenced it, and saw it through
to the end. That's the habit I bring to everything I make.
Career
Experience
SEP 2025 – PRESENT
Software Developer & Project Owner
Independent · Ireland
Planned and delivered a software project solo, from first concept to finished product: defining scope, sequencing the work, and delivering to deadline.
Designed and built The Sixth Chain, a fully interactive Unity/C# application that turns a large, interconnected body of information into a navigable, structured database. Owned every layer, from information architecture and UI/UX to visual design and build.
Built as my final-year project at Pulse College (graded 90%); actively extending it beyond the coursework.
JAN 2024 – JUN 2024
3D Modelling Intern
Museum of Science Fiction · United States (Remote)
Designed and optimised 3D assets for an interactive visual project, aimed at improving engagement and immersion.
Applied advanced texturing techniques for realism and visual consistency across a cohesive set of models.
Delivered modelling work on schedule within a shared production pipeline, adapting assets to feedback from a cross-functional team.
SEP 2019 – DEC 2022
Support-A-Creator Partner
Self-employed · Epic Games Support-A-Creator
Created and published digital content, building an audience of several thousand.
Converted 300+ of that audience into active supporters through a personal creator code.
JAN 2019 – PRESENT
Custom PC Builder
Freelance · Ireland
Built and configured custom PCs to client budgets, troubleshooting hardware compatibility and handling OS, driver, BIOS, and firmware setup.
Education
2023 – 2026
BA (Hons.) Creative Technologies & Digital Art
Pulse College
Coursework complete; graduating in 2026.
Accredited by Griffith College Dublin. Core focus: C# programming, Unity development, 3D modelling, texturing, and UI design.
2022 – 2023
Business Studies & French
Maynooth University
Foundation year in business, international markets, and French before transferring to Creative Technologies & Digital Art.
Let's build something worth clicking.
I'm open to opportunities, remote or on-site across the EU and Canada, with no
sponsorship needed. If you've got a product, a prototype, or a problem, I'd love
to hear about it.