WORLD'S DISPATCH
Geopolitics and news intelligence platform. Country-specific intelligence pages, source scrapers, editorial analysis pipelines, user accounts, and paid membership plans. Built on AWS with DynamoDB and a data-driven summary engine.
MSc Computer Science student and software developer focused on AI, game systems and geopolitical / news intelligence applications.
I’m a developer with a background in psychology and a master’s in computer science. My work sits between systems engineering and applied AI. I enjoy building ambitious, interactive projects that combine software engineering, artificial intelligence, data analysis, design and my longstanding interest in history. My work includes World’s Dispatch, a global geopolitical analysis platform, and War’s Crucible, an AI-driven historical strategy game. I’m particularly interested in creating technology that makes complex systems, historical ideas and global events engaging and intuitive.
A background in Psychology (BSc) shapes how I think about analytical and user-focused design: how people interpret information, and how a system can present it clearly under load.
Geopolitics and news intelligence platform. Country-specific intelligence pages, source scrapers, editorial analysis pipelines, user accounts, and paid membership plans. Built on AWS with DynamoDB and a data-driven summary engine.
Napoleonic RTS / strategy game built on Unreal Engine. Players issue AI-assisted written orders to persistent armies; a tactical layer resolves engagements using morale, formation, and terrain models. A long-form project through Solace Game Studios.
Historical battle and formation analytics. A structured dataset of engagements, unit compositions, and terrain modifiers feeds an ML-style prediction layer for outcome analysis and counterfactuals.
Interactive historical / visual project exploring the emperors of Rome. Structured biographical data pairs with generative and curated portraiture to create a browsable imperial timeline.
Structured metadata capture for historical battles. Compares scenarios along shared axes — force ratio, terrain, doctrine — and predicts likely outcomes. Feeds into Austerlitz and War's Crucible design work.
Online debate platform leveraging an AI judge panel to decide the winner of a debate.
Postgraduate coursework across machine learning, distributed systems, and software engineering. Applying to live platforms, simulations, and analytical tooling.
Building a Napoleonic RTS with an AI-order layer, persistent armies, and a tactical resolution model. Unreal Engine and a hand-rolled command-planning system.
Shipping side projects across AI, data platforms, and historical tooling. World's Dispatch, Austerlitz Analytics, Battlefield Analyser, and D-Bate. Full stack, from data collection through UI.
Personal sites, project microsites, and experimental UI work — including this portfolio system as a technical and creative exercise in interface design.
Undergraduate degree in psychology. Groundwork in analytical thinking, research methods, and human-centred interpretation of complex data carried forward into design and AI work.