Projects PROJECTS.EXE
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Projects PROJECT MORGUE
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SOCIAL NETWORK DIRECTORY X
Itch.io

Playable projects and archived builds.

ACCESS GAME DATABASE
LinkedIn

Professional profile and experience.

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Professional profile and experience.

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Github

Professional profile and experience.

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Professional profile and experience.

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PERSONNEL FILE: HOLLIE SHAKESHEFF X
Hollie

♥ Hollie ♥

Gameplay Programmer

🎓 First Class Honours Graduate

🎮 Unity • Unreal • Pico-8

💻 C# • C++ • Lua • HTML


About Me

I'm Hollie, a First Class Honours Game Development graduate from the University of South Wales.

I graduated with Distinction in Computer Science & Cyber Security and am an Associate Fellow of Advance HE (AFHEA). I am also currently pursuing a teaching qualification.

I enjoy building gameplay systems, weird mechanics and experimenting with game feel.


Achievements

🏆 First Class Honours
🏆 Breaking The Code Dissertation
🏆 Computer Science Distinction
DEVLOG.EXE X

DEVELOPMENT LOGS

Personal notes, development updates, project discoveries and occasional ramblings.


ENTRY 002 5 JUNE 2026

USW Cardiff Show

USW'S showcase of student work from the Games Design and Animation courses was fantastic to attend. Seeing the range of projects on display, alongside how professionally the event was organised, was genuinely inspiring.

Having previously collaborated with an Animation student (Owen Williams), on the prototype for Strive, it was particularly rewarding to see the creativity and talent being celebrated across different disciplines.

What stood out most was the strong sense of community between students. The event highlighted how much can be achieved when developers, artists, and designers support one another, share ideas, and work collaboratively towards a common goal. It was a reminder of the importance of creating environments that encourage people to grow together rather than compete against one another

USW Showcase
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ENTRY 001 21 May 2026

Bristol IMPACT Indie Games Conference

Today I attended Bristol's IMPACT Indie Games Conference, and it was easily one of the most inspiring events I've been to as a developer.

I originally went with a specific goal in mind: to track down a studio whose upcoming game I've been following closely. Their project strikes a balance between thoughtful gameplay and a relaxed atmosphere that really resonated with me, and I was hoping to pick up some advice from the team behind it.

What I didn't expect was how refreshing the entire event would feel.

IMPACT introduced me to a huge range of independent developers and projects, opening my eyes to a side of game development that exists beyond university classrooms and coursework. Every booth had something unique to offer, whether it was an interesting mechanic, a creative art style, or a new perspective on design.

More than anything, the event was filled with positive energy. Everyone was welcoming, enthusiastic, and willing to share their experiences. It was encouraging to speak with developers who were open about both their successes and the challenges they had faced throughout development.

The conversations I had throughout the day provided valuable insight that I'll be taking forward into my own projects. It's always motivating to meet people who are passionate about creating games and eager to support others doing the same.

A huge thank you to all of the developers who took the time to chat, share advice, and point me towards useful resources. Your generosity and openness made the event a fantastic experience.

I wish everyone the best of luck with their upcoming releases, and I'm looking forward to seeing what comes next.

USW Showcase
Check out Chessman Adventures!.

PROJECTS.EXE X

BREAKING THE CODE

Narrative VR dissertation exploring the experiences of women studying STEM subjects.

- Lead Project Contributer Hollie Shakesheff

Read More by clicking the button below

Open File

Grade Calculator

Uni Grade Tracker is a simple, friendly tool designed to help students stay organised throughout the academic year. Originally created for a friend, it turned into a full app with features such as:

. Add modules, assignment . Credits & due dates . Track your marks and calculate progress automatically . View how many credits you need for a 2:2, 2:1, or 1st . Pastel "mission calender" to keep deadlines clear . Profile section with fun achievements . XP - Style progress bars toward degree goals

- Lead Project Contributer Hollie Shakesheff

Open File

Website Development

Website development was first introduced to me during college, where I learned the fundamentals of building websites using HTML, CSS, and JavaScript.

Since then, I have created a variety of websites, including wedding galleries for family members, personal portfolios, and interactive web-based projects. These experiences have allowed me to develop both my technical skills and my ability to create engaging user experiences.

- Lead Project Contributer Hollie Shakesheff

Open File

STRIVE

A beat-em-up adventure prototype following Octavia's search for her missing cat. Developed in Unity over a three-week period for an Animation student showcase at the University of South Wales. As the sole programmer on the project, I was responsible for implementing all gameplay systems, player controls, combat mechanics, and overall game functionality.

- Programmer Hollie Shakesheff

- Art work Owen Williams

- Art work BlackWater

Play

SUBJECT X: ESCAPE

A first-person 3D action shooter developed in Unity, created to explore and demonstrate core 3D game development skills, including player controls, combat systems, AI behaviour, level design, and gameplay mechanics. Players take on the role of an alien experiment fighting to escape an underground research facility. x

- Sole Contributer to the project

Play

FROG DELIVERY

Originally developed in 2022 as a university project using Pico-8 and Lua. I was responsible for the game's programming and implementation, while the artwork and visual assets were created by a fellow university student.

- Programmer Hollie Shakesheff

- Art work Matthew Pope

Play

FINDING YOU

For my foundation studies, we were tasked with creating a game in Unity to demonstrate our understanding of core game development principles. I chose to build a 2D platformer inspired by the classic gameplay I grew up with.

The game focuses on traditional platforming mechanics: jumping on enemies to defeat them , navigating moving platforms, flipping switches to unlock paths, and using bounce pads to reach new areas. The experience builds toward a main boss encounter, where players must avoid projectile attacks and timed hazards while using stomp-based combat to win.

This project allowed me to showcase player movement systems, enemy interactions, and level-based puzzle mechanics within a cohesive platforming experience.

- Sole contributer

- Art found on Itchio

Play

CONTACT.MSG X

COMMUNICATION TERMINAL

External communication channels remain active.

For project enquiries, collaboration requests, or general questions, please use one of the approved channels below.


📧
Email

Primary communication channel.

INITIATE TRANSMISSION
STATUS: Sipping caffeine and writing code
RESPONSE TIME: 24–48 HOURS
DEPARTMENT OF ABANDONED PROJECTS X

CLASSIFIED ARCHIVE

The following files contain records of suspended, cancelled, and abandoned development projects.

Access granted for research purposes only.


Project Screenshot
CASE FILE 004 ARCHIVED
UNREAL ENGINE

PROJECT: BREAKING THE CODE

PROJECT PERSONNEL: Lead Project Contributor
MY ROLE: Gameplay Programmer, Designer & Research Lead

Breaking The Code was a narrative virtual reality experience developed as my final-year dissertation project. The project explored the experiences of women studying STEM subjects through interactive storytelling, environmental design, and immersive VR gameplay.

As the lead contributor, I was responsible for the design, development, programming, implementation, testing, and research associated with the project. The experience focused on using virtual reality as a tool for empathy, education, and awareness.

Development involved extensive research into gender disparities within STEM education, alongside the creation of interactive systems, narrative sequences, and immersive environments designed to communicate real-world experiences through player interaction.

VIEW EVIDENCE

Project Screenshot
CASE FILE 003 ARCHIVED
UNITY

PROJECT: STRIVE

CLASSIFICATION: COLLABORATIVE SHOWCASE PROJECT
PRIMARY RESPONSIBILITIES:
• Player Movement Systems • Combat Mechanics • Enemy Behaviour • Gameplay Programming • Technical Implementation • Unity Development
As the sole programmer assigned to the project, I was responsible for implementing all gameplay systems and technical features. This included character controls, combat functionality, enemy interactions, and overall game flow.

Following the successful completion of the showcase, active development concluded and the project was archived.

VIEW EVIDENCE
Project Screenshot
CASE FILE 002 ARCHIVED
UNREAL ENGINE

PROJECT: BUBBLEGUM TAKEOVER

CLASSIFICATION: SOLO DEVELOPMENT PROJECT
PRIMARY RESPONSIBILITIES:
. Gameplay Systems Development . Enemy AI & Behaviour Implementation . Interaction Mechanics . Combat Systems . Game Feel & Player Feedback . Unreal Engine Development
As the sole developer, I was responsible for all technical implementation and gameplay design. The project focused on creating a chaotic yet playful experience, combining colourful visuals with fast-paced zombie combat.

BubbleGum TakeOver was archived during active development. Originally created as part of a university project, it represented my first attempt at developing an indie-scale game within Unreal Engine. As development progressed, the scope of the project expanded significantly while running alongside several other university game projects.

Rather than reduce the quality of the intended experience or rush development to meet deadlines, the project was placed into archive status. Although unfinished, the project served as a valuable milestone in my development journey and provided extensive practical experience with larger-scale game systems.

VIEW EVIDENCE
Project Screenshot
CASE FILE 001 TERMINATED
UNREAL ENGINE

PROJECT: ARCANE EARNINGS

PROJECT PERSONNEL: 5 Developers Assigned
MY ROLE: Gameplay Programmer & Art Support

As part of a five-person development team, I contributed to both technical and artistic aspects of the project. My responsibilities included assisting with enemy art design and 3D modelling, alongside implementing key gameplay systems. Features developed by me included the wizard's shrinking and growing mechanics, dialogue systems, item collection functionality, and level loading systems.

VIEW EVIDENCE