Crafting immersive worlds and high-performance game systems from Australia. Specializing in multiplayer architectures, custom engines, and everything that makes pixels come alive.

G'day! I'm Flynn — a game developer based near Bondi Beach, Sydney. I've spent the last 13+ years deep in game engines, multiplayer systems, and the dark arts of real-time rendering.
I believe great games are built on solid engineering and creative risk-taking. Whether it's writing custom netcode for 10,000 concurrent players or hand-tuning shader pipelines for that perfect lighting feel — I live for the craft.
When I'm not coding, you'll find me surfing, tinkering with indie game jams, or contributing to open-source game dev tools.
A cyberpunk-themed massively multiplayer online RPG featuring real-time combat, dynamic world events, and procedural dungeon generation. Built custom netcode handling 10K+ concurrent players.
Anti-gravity racing game with destructible environments and competitive online multiplayer. Custom physics engine with 120fps target.
Hex-based tactical RPG with AI-driven enemy behavior, procedural map generation, and cross-platform multiplayer support.
A from-scratch 3D game engine with PBR rendering, ECS architecture, and an integrated level editor. Written entirely in Rust.
Leading a 12-person team on an open-world survival MMO. Architecting server infrastructure and core gameplay systems.
Optimized rendering pipeline achieving 40% frame time improvement. Shipped two AAA titles on PC and console.
Built combat systems, AI behavior trees, and multiplayer netcode for a critically acclaimed indie action RPG.
Prototyped game mechanics, implemented UI systems, and contributed to a custom physics engine.
Got a game idea, need a technical co-founder, or just want to nerd out about engine architecture? Let's talk.