Game Developer, Graphic Designer, Print Specialist
TopInc Print Imagination
Focused on design execution and file preparation for print production. After years of managing full-cycle projects and operating presses, I now concentrate specifically on the design and prepress phase. I handle layout, color correction, client communication, and file setup for large-format and high-volume jobs. I apply a deeper technical understanding of print requirements to the design process itself, ensuring files are production-ready from the start.
RM Graphics
Handled projects from initial sale through design, client approval, and final production. Operated large-format and small-format digital presses while managing client accounts.
RM Graphics
Managed high-value accounts for large-format signage, including vehicle wraps, and storefront installations. Operated and troubleshooted a wide range of digital press equipment, including a 1.6m large-format printer and high-volume small-format copiers.
RM Graphics
Serviced walk-in and WhatsApp clients, identifying their needs and recommending the appropriate print media. Managed the order pipeline from approach to invoicing, ensuring timely delivery.
Contestant in the SA Game Jam, participants were required to create a playable video game centered around "you are the monster" in less than 3 days.
"Embracing Humanity" was created solo using Godot, Blender, and MagicaVoxel to create 3D models, animate, and create custom sounds without using any asset packs.
Designed and developed an interactive back-to-school interactive kiosk video game for Umlazi Megacity customers, featuring dynamic music and custom transitions.
All original assets and code were created to meet a tight deadline of 48 hours.
Reimagined the arena "Q3DM17" from the 1997 game "Quake 3 Arena" in the Source Engine using the Black Mesa SDK.
Worked with (at-the-time) undocumented custom features designed for Black Mesa, to create a unique spin on the classic level.
Created a spin-to-win interactive kiosk game for Musgrave Center shoppers, designed and animated in Unreal Engine 5.
This project showcased interactive game mechanics for retail engagement and customer experience enhancement.
Successfully delivered a pirate-themed interactive kiosk game for Bluff Towers shoppers, a project commissioned directly as a result of the client's satisfaction with the previous game developed for Musgrave Center.
Customers that spent over a threshold at the mall would play a game involving locating the pirate's treasure; if done successfully, the customer would receive a prize.
Prototyped various mechanics for a VR experience, including UE Blueprints, a 3D environment that dynamically reacts to music, and melee weapon handling.
Explored immersive interaction systems and environmental storytelling techniques for virtual reality applications.