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Computing Portfolio
Contains all related programming work, both professional, and personal projects. Please view for more details on each project.


Open University - Final Project
For my Final Project with the Open University, I have been creating a graphics engine for rendering images with a stylised watercolour effect. This is based on the research of Adrien Bousseau et al's "Interactive watercolor rendering with temporal coherence and abstraction".
For this project, I have been creating a renderer both in Unreal Engine, and in C++, using DirectX11. This was chosen to see how modern software compares with bespoke software, with regards to scalability and quality of resulting images.
This has been very challenging, as I have been required to learn DirectX11 from scratch, using self guided study. This has included the challenges of updating legacy code, such as the FX library, for modern hardware and operating systems. I was able to draw on previous OpenGL knowledge learned at the University of Leeds' Graphics module to assist with learning DirectX11.
As this project is still underway, I will provide updated images upon project completion. Attached are the work-in-progress images created using Unreal Engine's Post Processing (Cyberpunk Scene, field scene), and a custom render engine in C++ (low poly lake scene).
For this project, I have been creating a renderer both in Unreal Engine, and in C++, using DirectX11. This was chosen to see how modern software compares with bespoke software, with regards to scalability and quality of resulting images.
This has been very challenging, as I have been required to learn DirectX11 from scratch, using self guided study. This has included the challenges of updating legacy code, such as the FX library, for modern hardware and operating systems. I was able to draw on previous OpenGL knowledge learned at the University of Leeds' Graphics module to assist with learning DirectX11.
As this project is still underway, I will provide updated images upon project completion. Attached are the work-in-progress images created using Unreal Engine's Post Processing (Cyberpunk Scene, field scene), and a custom render engine in C++ (low poly lake scene).


Unreal Amplified - Final Project
Earlier this month, I completed IN4Group's Unreal Amplified course, an intensive course specialising in Unreal Engine 5. For the final project, our group created a virtual experience, for a group's latest album. We decided to split the project by group member, and I created a separate area for my part of the project.
For this, I created a simple interactive area, with buttons and collectables for the player. To do this, I modelled, textured and created materials for almost all of the assets within the room, such as chess pieces, pathways, and board games. This was achieved by modelling in blender, creating textures Clip Studio Paint, and porting over to Unreal Engine. I also implemented animations with particle effects, using Level Sequences and Niagara particles.
Additionally, I used an animated UI for reactive elements within the project.
For this, I created a simple interactive area, with buttons and collectables for the player. To do this, I modelled, textured and created materials for almost all of the assets within the room, such as chess pieces, pathways, and board games. This was achieved by modelling in blender, creating textures Clip Studio Paint, and porting over to Unreal Engine. I also implemented animations with particle effects, using Level Sequences and Niagara particles.
Additionally, I used an animated UI for reactive elements within the project.


React.js - Japanese Text to Speech Application
As a small personal project, I created a React Application using Google's Text-to-Speech API. The purpose of this application is to give me a chance to hear Japanese text read out by (semi) accurate Text-to-Speech software.
This web application implements the following:
- A react front-end, hosted on Microsoft Azure as a Static Web App
- A node.js server backend, hosted on Microsoft Azure as an App Service
- Google Cloud's Text-to-Speech API, hosted on the backend service
- Tailwind Styling
- Material UI elements, such as Sliders
Please feel free to try out the website! https://jp-tts.ajones-programming.com/
Vocabulary collected from Genki Volume 1, Third Edition, and JLPT Sensei, available at https://jlptsensei.com/.
This web application implements the following:
- A react front-end, hosted on Microsoft Azure as a Static Web App
- A node.js server backend, hosted on Microsoft Azure as an App Service
- Google Cloud's Text-to-Speech API, hosted on the backend service
- Tailwind Styling
- Material UI elements, such as Sliders
Please feel free to try out the website! https://jp-tts.ajones-programming.com/
Vocabulary collected from Genki Volume 1, Third Edition, and JLPT Sensei, available at https://jlptsensei.com/.


(Ongoing) - IN4 Group Unreal Amplified - Intensive Unreal Course
As part of IN4 Group's Unreal Amplified Course, I will be creating multiple projects within Unreal Engine 5, covering skills such as landscape design, blueprints, materials, and motion tracking.
The final project for this course will be a publicly released virtual experience, in collaboration with a popular Liverpool band.
This page will be updated throughout the duration of the course.
The final project for this course will be a publicly released virtual experience, in collaboration with a popular Liverpool band.
This page will be updated throughout the duration of the course.


Unity Utilities
I am currently working on a set of Unity packages for personal use. The current list as follows:
- Unity Pixel Perfect Addon
The working list:
- Unity Input Workflow
- Unity Pixel Perfect Addon
The working list:
- Unity Input Workflow


Junior Software Engineer - Fall Guys, Red Kite Games Ltd.
Worked on MediaTonic's Fall Guys during late 2022, as a part of Red Kite Games Ltd.
In this role, I worked with our client (MediaTonic), and fixed many issues within Fall Guys during the release of Season 9.0.
Core Skills:
- Unity
- Git
- Azure DevOps
- Slack
In this role, I worked with our client (MediaTonic), and fixed many issues within Fall Guys during the release of Season 9.0.
Core Skills:
- Unity
- Git
- Azure DevOps
- Slack


React/TypeScript Demonstration - Emoji Kitchen Fork - Made to Order
A fork of the existing emojikitchen.dev by XSalazar (visit XSalazar.com). This fork allows users to generate their own emojis from existing ones, on their browser through JavaScript Canvases. These emojis can be saved and used by their creators with ease. Emojis are also recursive, allowing further editing. Additionally, this fork aims to increase performance on mobile, and update UI, for a greater user experience.
The new functionality pieces together smaller assets. In order to reduce generation time, this fork aims to reduce image loading, and draw calls. This is achieved through caching repeated calls, and loading compressed common images.
Please try it out - it is compatible on almost all browsers, including mobile.
The new functionality pieces together smaller assets. In order to reduce generation time, this fork aims to reduce image loading, and draw calls. This is achieved through caching repeated calls, and loading compressed common images.
Please try it out - it is compatible on almost all browsers, including mobile.


C++ - Optimised Maths Library
This project was created as an experiment, to see if maths functions in C++ could be improved upon with speed - and how much this would affect the integrity of the solution. In this project, I have provided a document detailing how I calculated each mathematical function, using differentiation with Taylor's Series. Other methods (such as powers) use bit manipulation.
This was initially with the intention of integrating into a custom game's engine. Similarly, the methods I chose to implement were inspired by the Unity.Math library.
Please view the document (attached), detailing my investigation, and the mathematical functions.
This was initially with the intention of integrating into a custom game's engine. Similarly, the methods I chose to implement were inspired by the Unity.Math library.
Please view the document (attached), detailing my investigation, and the mathematical functions.
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