Projects PROJECTS.EXE
Projects About.txt
Projects Contact.msg
Projects PROJECT MORGUE
Projects Socials.net
Blog DEVLOG.EXE
SOCIAL NETWORK DIRECTORY X
Itch.io

Playable projects and archived builds.

ACCESS GAME DATABASE
LinkedIn

Professional profile and experience.

ACCESS PERSONNEL RECORD
Bluesky

Professional profile and experience.

ACCESS PERSONNEL RECORD
Github

Professional profile and experience.

ACCESS PERSONNEL RECORD
Instagram

Behind the scenes, development updates and creative projects.

ACCESS VISUAL ARCHIVE
Youtube

Professional profile and experience.

ACCESS PERSONNEL RECORD
PERSONNEL FILE: HOLLIE SHAKESHEFF X
Hollie

♥ Hollie ♥

Currently working for Coleg Gwent and owner of Dazed & Confused Studios cyf

🎓 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 have an Associate Fellow of Advance HE (AFHEA).

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 008 11 August 2026

A new game on itchio!

During my free time, I have uploaded a new horror game on itchio. The itchio covers all the information so go check it out

Play
ENTRY 007 6 August 2026

We never expected this...

I'm honestly blown away by the incredible response we've received since announcing that we were looking for volunteers to help with 3D modelling on our first project at Dazed & Confused Studios.

What started as a simple social media post to see if we could find a talented artist quickly grew into something much bigger than we ever imagined. Our post has been shared far and wide, and we've received applications from across the UK as well as France, Germany, Italy, and many other countries. It's amazing to see just how far our little indie studio has reached.

The original post has now reached almost 10,000 views and it's still continuing to gain attention. Seeing our notifications fill up with new applications, supportive comments, and messages from people who genuinely believe in what we're building has been surreal.

Our TikTok has also grown to 123 followers in a very short space of time. While we haven't really started posting regularly on our other social platforms yet, TikTok has taken off in a way we never expected, and we're incredibly grateful for everyone who's followed our journey so far.

More than anything, we've been welcomed by an amazing community of indie developers, artists, and gamers. Every application we receive, every comment, every like, and every follow reminds us why we started this journey in the first place.

Working with Dazed and Confused

WebsiteItch.ioBlueskyLinkedInInstagram

ENTRY 006 4 August 2026

I opened a game studio!.

A little while ago, I announced that I was working with Dazed & Confused Studios as a programmer while we got everything set up behind the scenes. Well... things have changed quite a bit since then!

I'm incredibly excited to announce that I am now the co-owner of Dazed & Confused Studios. This opportunity wouldn't have been possible without the amazing support of my lecturers during my final year at the University of South Wales. They believed in me every step of the way, and with their encouragement, the USW staff offered to support me in opening my own game studio. It was a huge decision, and after a lot of thinking—and with the love and support of my friends, family, and lecturers—I decided to take the leap.

I'm co-owning the studio alongside Matthew, who was my biggest supporter throughout my final year of university. Having someone who believed in both me and my ambitions made all the difference, and it's exciting to now be building something together.

We've also started growing our team! We currently have one employee, and interviews are already underway as we look to bring a talented 3D Artist on board.

All of the official paperwork has now been completed, and we're settling nicely into our new office space in Caerphilly. It's exciting to finally have a place we can call home, and thankfully the commute isn't too far for any of us.

Our first project has actually been in development for a few months already, although progress was a little stop-and-start while we focused on getting the business side of things sorted. Now that everything is officially in place, we're looking forward to giving it our full attention and working towards publishing our very first game.

I'll be sharing plenty more devlogs over the coming months about the journey of opening a game studio, the challenges we've faced, and, of course, the games we're creating.

Working with Dazed and Confused

WebsiteItch.ioBlueskyLinkedInInstagram

ENTRY 005 15 JULY 2026

GRADUATION CAP DECORATOR

To celebrate graduating from the University of South Wales with First Class Honours, I wanted to create something fun and creative to mark the occasion.

After seeing so many beautiful graduation cap designs and decorations shared on TikTok, I felt inspired to make my own game. That idea became Graduation Cap Decorator, a small game where players can customise their own graduation cap using a selection of stickers and a colour wheel.

The game was developed in Unity 6, with all of the programming, artwork, UI, and overall design created entirely by me. It has been a really enjoyable project that allowed me to combine my love of game development with the excitement of graduating.

The current version is available now on Itch.io. While the music was sourced from another creator on Itch.io, I plan to add full credit to the artist on the project page as I continue updating the game.

At the moment, most of my development time is dedicated to our current project at Dazed & Confused, so finding time for my own projects can be challenging. Rather than wait until everything was complete, I decided to publish what I have now and continue expanding the game with more decorations, features, and quality-of-life improvements whenever I have the opportunity.

Graduation Cap Decorator is a small celebration of reaching an important milestone in my journey, and I hope to keep growing it alongside my future projects.

Graduation Cap Decorator Play
ENTRY 004 13 JULY 2026

I GRADUATED!

I graduated with First Class Honours in Games Development from the University of South Wales.

Looking back over the last few years, I am incredibly grateful to my lecturers, friends, and family for believing in me. Their support gave me opportunities I never thought I would have, to working at Coleg Gwent to being part of Dazed & Confused.

I genuinely would not be where I am today without the people who stood beside me, supported me, and encouraged me to keep going.

University was not always easy. There were moments that tested me more than I ever expected, but I refused to let them define me. Instead, they made me more determined to keep learning, keep creating, and keep moving forward.

Here's to new beginnings, a career I am proud of, and proving that resilience will always outshine cruelty.

Graduation photographs

ENTRY 003 19 JUNE 2026

Opening My Development Instagram

One thing I've realised while building this portfolio is that not every project needs a permanent place on my website or Itch.io page. I've always wanted those spaces to represent completed games or projects that reached a meaningful stage before eventually finding their way into my Project Morgue.

Like many developers, I spend a lot of time experimenting. Sometimes I'll build a mechanic over a weekend, prototype an idea, or explore a technical challenge simply because I find it interesting. These small experiments teach me a lot, but they rarely grow into something that belongs alongside my finished work.

Rather than leave those ideas hidden away on my hard drive, I've decided to open my Instagram as a place to share them. It'll be somewhere for gameplay clips, programming experiments, work-in-progress features, and the occasional strange idea that probably won't become a full game—but was still worth making.

My website will continue to act as an archive of completed projects and the work I'm most proud of, while Instagram will be a more casual development diary that shows the journey between those larger milestones.

FOLLOW MY DEVELOPMENT INSTAGRAM

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

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