FPS 144 BUILD 2026.06 STATUS AVAILABLE Q3
PERSPECTIVE / SCENE 01
LONDON, UK / UTC+0
LAT 51.51 · LNG −0.13
■ X 142.380
■ Y 086.520
■ Z 024.910
DRAW CALLS / 1,284
TRIS / 412K · 60FPS
PORTFOLIO · INDEX_2026 · LONDON

I build games
across four engines.
One developer.

I'm CodemX — a London-based game developer engineering gameplay systems, tools, and full titles across Unreal, Unity, Godot, and Roblox. Seven years deep in C++, a working belief that the best code is the kind players never notice, and a healthy disrespect for engineers who refuse to ship.

SECTION_01 engines.runtime[] 4 ACTIVE

Four engines. One toolkit.

Different philosophies, different toolchains. Picking the right engine for the project is half the design problem — and I've shipped commercially on all four.

01 / UNREAL● READY
Unreal
C++ · Blueprints · UE5
Gameplay frameworks, replication, GAS abilities, dedicated server orchestration, and the occasional render pipeline detour when the artist asks nicely.
5
Years
3
Shipped
02 / UNITY● READY
Unity
C# · HLSL · URP / DOTS
DOTS where it actually earns its keep, URP shaders, editor extensions, and mobile builds that don't melt mid-tier Android devices.
6
Years
8
Shipped
03 / GODOT● READY
Godot
GDScript · C# · v4
Lean prototypes, 2D platformers, custom resources, and a love affair with how clean the scene tree really is once you stop fighting it.
3
Years
4
Shipped
04 / ROBLOX● LIVE
Roblox
Luau · Rojo · Wally
Server-authoritative experiences, monetisation systems, anti-exploit telemetry, and live-ops tooling for audiences that log in tomorrow morning.
4
Years
6
Shipped
SECTION_02 selected_work.featured[] 5 FEATURED · 3 ARCHIVED

Selected work.

A short list. The rest lives on GitHub and behind NDAs. Each project below has a full case study with technical write-ups, build logs, and gameplay footage.

Featured PROJ_01 Roots of the Forgotten God — wide environment, snow-bound sanctuary at night

Roots of the Forgotten God

UNREAL ENGINE 5 · STYLIZED PBR · MODULAR KIT

A personal world-building project. A snowbound sanctuary devoted to what grows beneath the world — a god of roots and harvest worshipped long before the songs about him were written down, now locked under permafrost where the magma underneath still remembers the warmth. Built from a custom modular kit of ornate stone arches, runestones, and twisted column-work; lit with painterly snow accumulation, depth-refracted ice, and the slow heat-glow of the borderlands beyond the gate.

Personal Worldbuilding Modular Kit Stylized PBR Lighting
View case study  →
EngineUnreal 5
RoleSolo · Full stack
TeamPersonal
Year2025
StatusPersonal Project
Solo Dev PROJ_02 The Legend of Morvgard – Key Art
The Legend of
Morvgard.
UNITY · IDLE RPG · MVG STUDIO · 2026

The Legend of Morvgard

UNITY 2023 · C# · IDLE RPG · MVG STUDIO

Built the full gameplay loop for this idle fantasy RPG from scratch in Unity. The battle engine runs on a tick-based timeline — each hero and enemy has an attack interval, a stat block, and an ability trigger evaluated every frame against a shared combat clock. Characters auto-engage but skill activations are manual, so the game sits in the idle sweet spot: playable when you’re watching, functional when you’re not. I wrote the chapter progression system that swaps environments, enemy rosters, and boss definitions from scriptable-object configs, meaning new chapters ship without touching a line of runtime code. The six-character party system handles ability stacking, status effects (poison, stun, bleed), and the heal–damage duality that makes Lizzy Toxin work as both support and assassin. Boss encounters layer a health-threshold phase system on top of the base tick loop, spawning elite enemies mid-fight and triggering screen-shake and particle bursts through a lightweight event bus. UI is fully data-driven: resource bars, card portraits, chapter maps, and the season-pass HUD all bind to the same underlying game-state model, so swapping in a new theme is a prefab swap, not a refactor.

Solo Dev Idle Systems Unity Mobile Scriptable Objects UI Data Binding
View case study  →
EngineUnity 2023
RoleSolo Developer
StudioMVG Studio
Year2026
StatusIn Development
Tech Lead PROJ_03
Skybreak.
ROBLOX · 2023–24 · LIVE · 12M VISITS

Skybreak

ROBLOX · LUAU · ROJO / WALLY

A class-based PvP arena for Roblox with full server authority on movement, abilities, and the in-game economy. I built the matchmaker, the anti-exploit telemetry pipeline, and the live-ops tooling the design team uses to push weekly events without ever bothering engineering. Over twelve million visits since launch, and the cheaters still haven't won.

Tech Lead Server-Authoritative Live-Ops 12M+ Visits
View case study  →
EngineRoblox
RoleTech Lead
Team4 developers
Year2023–24
StatusLive · 12M+ visits
Solo Dev PROJ_04 Alien Verse – Boss Encounter
Boss Fight BOSS FIGHT
Weapon System WEAPON SYS
Gameplay GAMEPLAY
Faction NPC Screen FACTION UI
Radial Gadget Wheel GADGET WHEEL
Alien Verse.
UNREAL ENGINE 5 · FPS SHOOTER · 2025

Alien Verse

UNREAL ENGINE 5 · C++ · FPS SHOOTER

A sci-fi FPS built from the ground up in Unreal Engine 5. I engineered the full gameplay layer: a dual-mode weapon system where each gun switches between a precision fire mode and an area burst, with distinct stat profiles, recoil curves, and reticle behaviour per mode. The gadget wheel is a radial context menu implemented as a slate widget — it reads the player’s current loadout from a data-asset registry, renders slot previews live, and feeds selection events back through a lightweight dispatcher so any system can react without coupling. The faction NPC system drives trust-level gating on missions, dialogue trees, and shop inventory; faith rank and currency both persist across sessions via a serialised game-instance subsystem. Boss encounters run on a phase-state machine: each threshold triggers a cinematic camera blend, a new ability set for the enemy, and a mid-arena event spawn, all coordinated through sequencer tracks fired from Gameplay Tags. The spider-class boss in the opening uses procedural IK to plant all eight legs on the irregular geometry of the environment without manual animation pass.

Solo Dev FPS UE5 C++ Procedural IK Slate UI
View case study  →
EngineUnreal Engine 5
RoleSolo Developer
LanguageC++ & Blueprints
Year2025
StatusIn Development
UI Design PROJ_05 The Legend of Morvgard – Key Art
The Legend of
Morvgard.
UNITY · IDLE RPG · MVG STUDIO · 2026

The Legend of Morvgard

UNITY · C# · IDLE RPG · MVG STUDIO · 2026

A personal idle fantasy RPG concept built around strong silhouettes, readable UI, and bold character personalities. The goal was to create a cohesive mobile game world — from logo design and key visual to full battle interface layout across three chapters, each with a distinct environment and enemy roster. Six hero characters were designed with clear archetypes: knight, summoner, alchemist, berserker, mage, and rogue.

UI Design Game Art Idle RPG Unity Mobile
View case study  →
EngineUnity
StudioMVG Studio
TypeIdle RPG Concept
Year2026
StatusDesign Complete
SECTION_03 capabilities.matrix 6 DOMAINS

Capabilities matrix.

What I actually do inside an engine. Not what's on the syllabus.

Gameplay Systems
Combat, ability frameworks, AI behaviour trees, state machines, inventory and economy systems that survive contact with actual playtesters.
Multiplayer & Network
Dedicated servers, lag compensation, server-authoritative architectures, anti-exploit telemetry. The hard part of online games, done quietly.
Editor Tools
Slate panels, custom asset types, Unity editor windows, Roblox plugins. If designers wait on engineers, the project is already late.
Shaders & Rendering
HLSL and GLSL, custom materials, post-process effects, render features. I won't write you a renderer from scratch, but I'll bend yours into shape.
Performance
Frame budgets, allocator audits, garbage-collection pressure, draw-call surgery. Hitting 60fps on a mid-tier mobile device is a craft I respect.
Build & Pipeline
CI/CD for game projects, asset pipelines, automated builds, version-control hygiene. The boring scaffolding that makes shipping on time possible.
SECTION_04 codemx.about() PUBLIC

About CodemX.

// IDENT ● ACTIVE
CmX
CODEMX / EST. 2019
LONDON · UK
51.51° N / −0.13° W

Started writing Roblox mods at fourteen on a hand-me-down laptop in south London. Picked up C++ because Unity wouldn't let me touch the renderer the way I wanted. Wrote my first multiplayer netcode at sixteen and broke it spectacularly at seventeen — which is when the learning actually started.

Today the split is roughly three ways: contract gameplay engineering for studios, original titles released under the CodemX label, and the occasional engine deep-dive that turns into an open-source tool other people end up shipping with.

London-based. Work remote across timezones. Keep weird hours. Don't apologise for them.

7+
Years Coding
21
Titles Shipped
4
Engines
12M+
Players Reached

Have a world to build?

Contract gameplay engineering, technical consulting, or full project builds across any of the four engines. Brief replies, fast turnaround, NDA signed before the kickoff call if you need it.

Message on Discord  →