Conducted accurate assessments of property value in accordance with local market trends and generated new business by demonstrating a marketing leading level of knowledge and service. Negotiated sales with clients and advised according to current market trends. Progressed complex conveyancing transactions and resolved difficult conveyancing issues.
Advanced from having no prior experience in the role to securing new business, negotiating sales with clients, and overseeing transactions from start to finish. Implemented new marketing materials to showcase client properties and generate viewings.
Graduated with a First Class BSc (Hons) Degree.
Modules included: Graphics Programming, Games Engine Architecture, Physics Simulation, Software Engineering, Parallel Computing, Computer and Operating Systems and Third Year Dissertation
Programming languages include: C++, C#, C, Java, Python, PHP and Javascript
A Level Computing and Physics along with a BTEC Level 3 in Engineering (Distinction).
AS Level Mathematics.
8 GCSEs all A* - C including Maths, ICT, English, Engineering & Science
Investigative approach for the development of an augmented reality experience using an FPV multi-rotor. A first person view multi-rotor platform was developed, along with accompanying software for required communication and video transmission. An initial prototype of an augmented reality experience was also presented. Future work would have iterated on the prototype and then used this to evaluate the user's experience, in order to gauge the value of augmented reality in FPV multi-rotors.
3rd Year assignment utilising C++, OpenGL and Physx to create a sandbox game for the manipluation of objects and joints. Both rendered models and physic meshes can be visualised either seperately or simulatanously providing an intuative way to explore how Physx works within the sandbox. Objects can be manipulated and combined through the use of fixed, spring and pivot joints.
A small demo of some features of a custom prototype 3D Physics engine developed in C++ as part of a 2nd Year assignment. Features shown here include Box and Sphere Colliders, Rigidbody Dynamics, Multiple Physics Materials, Collision Detection and Impulse Based Collison Resolution.
2nd year assignment showcasing several OpenGL technical features as well as 3D positional audio, written entirely in C++ utilising OpenGL and irrKlang. Unfortunetly animations did not make it into the assignment, so gameplay requires a bit of imagination! Technical features include Post Processing effects (Nightvision, FXAA and Fog shaders), GPU based Particle Effects, Cubemap implementation of a skybox, Billboarded objects and particles, Deferred lighting shaders and UI Text.
Small examples of some OpenGL shaders / advanced features utilised for various projects, including transform feedback objects for generating various particle effects on the GPU, procedural icosphere generation used for level of detail point light volumes in OpenGL and post processing shaders.
Simple tool to visualise gameplay from Q3A log files, including graphic visualisation of trajectories and heatmaps for multiple players. Future iterations would improve on the user interface and overlay visualisation onto the game map for ease of use. Written in C++ using OpenGL as part of a third year Games Engine Architecture assignment.