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
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.
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
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.
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.
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
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.
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.
STATUS: Sipping caffeine and writing code
RESPONSE TIME: 24–48 HOURS
DEPARTMENT OF ABANDONED PROJECTS
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CLASSIFIED ARCHIVE
The following files contain records of
suspended, cancelled, and abandoned
development projects.
Access granted for research purposes only.
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.
• 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.
. 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.
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.
Playable projects and archived builds.
ACCESS GAME DATABASEProfessional profile and experience.
ACCESS PERSONNEL RECORDProfessional profile and experience.
ACCESS PERSONNEL RECORDProfessional profile and experience.
ACCESS PERSONNEL RECORDProfessional profile and experience.
ACCESS PERSONNEL RECORD