Have You Seen This Man?

As Lead Gameplay Programmer and QA Lead, I architected core systems and led the full QA cycle to deliver a polished and stable first-person horror experience.

Hazard Perception VR

A VR training app for learner drivers, featuring AI-driven traffic, interactive hazard scenarios, and gamified feedback in an immersive, realistic environment.

Mechanical Revelation

A post-apocalyptic survival FPS with a climactic boss battle. This project showcases advanced AI design, featuring dynamic behaviour trees and A* pathfinding.

BlockSumVR

An educational VR app for the Meta Quest designed to make numeracy learning engaging. It features interactive block manipulation and replayable, gamified challenges.

Echoes in the Dark - Unity 3D Stealth Game: Haunted House Course

A stealth horror game built upon a Unity Learn course foundation. This project served as practice for level design, C# scripting, and atmospheric storytelling.

Split-Screen Racing Prototype

A technical prototype built in Unity to explore local multiplayer gameplay. It features a dynamic split-screen setup and independent vehicle controls for two players.

Explore My Work

Who Am I?

My name is Jack Morgan. I’m a Gameplay Programmer with a First-Class Honours degree in Computer Science and over seven years of experience in the games industry. I love the challenge of building engaging gameplay systems, primarily using Unity, while also growing my skills in Unreal Engine.


My journey into programming really took shape at university. My first complete game, Mechanical Revelation, was a chance to get my hands dirty with complex AI, figuring out how to make enemies feel intelligent and responsive. From there, I transitioned into immersive technology with Hazard Perception VR. This project was a fantastic challenge, teaching me how to build practical, useful applications in a VR space for the Meta Quest.


That foundation led me to my role as Lead Gameplay Programmer at Cosmic Sabbath for the horror title, Have You Seen This Man?. I was trusted to architect the game's core systems and build the key gameplay mechanics. But my role was about more than just code; it was about leading the QA process and ensuring we delivered a polished, stable, and genuinely scary experience for players.


Why I Build Things

My passion for development comes from a lifelong love of games and a curiosity for how things work—a drive that extends beyond code. I founded Opsters eSports, a competitive gaming community, which taught me invaluable lessons in leadership and what makes a game truly connect with its players. Similarly, launching the e-commerce start-up Wrekin AV showed me how to build a project from the ground up, handling everything from automation to branding.


These experiences confirmed that gameplay programming is the perfect fit for me. It's where my technical background and creative drive come together. I find it incredibly rewarding to build the systems that shape how a person plays a game, whether it's a complex puzzle or a mechanic that just feels good to use.


Ultimately, what I enjoy most is bringing ideas to life. Creating mechanics that feel engaging and polished gives players a stronger connection to the game, and that sense of impact is what motivates me to keep learning and improving.