About Me:
My name is Garyn Jones, a Computer Games Development & Design student at Cardiff Metropolitan University with a strong focus on gameplay mechanics and systems design. As a fluent Welsh speaker, I bring both technical and creative perspectives to my work, with a particular interest in how mechanics shape player experience.
My Hobbies & Interests:
I really enjoy sim racing, especially iRacing and Assetto Corsa. Racing with friends is probably one of my favourite things to do, and team endurance races are my favourite by far.
My most technical hobby is guitar, which I’ve been playing since I was 11. I mainly play rock and metal, but I enjoy pop and country as well, and I got really into jazz during lockdown. I love playing at open mic nights with my best mate.
I trained in competitive swimming from the age of 11, competing in multiple swimming meets and developing strong discipline and commitment through years of structured training. As my focus shifted toward game development, I moved away from competitive swimming due to the time demands and transitioned to regular gym training instead. Staying active remains important to me, as it helps me maintain focus, energy, and balance alongside creative and technical work.
Formula 1 is my favourite sport. Watching Drive to Survive is what got me into F1, and it’s been the only sport I’ve really followed since. I’ve visited the Silverstone Racing Museum, which I’d recommend to any racing enthusiast, it’s genuinely amazing. At the time of my visit I was ranked 42nd in the world on their racing simulators.
I was contacted by British Heart foundation and Swim Wales to promote how swimming is good for people with heart conditions.
There are a number articles about me on Wales Online and Swim Wales. I’ve also been interviewed on ITV as well as S4C. For more info on this click the buttons below.
Featured Projects
Realistic Fire
Inside of Games
Global Game Jam
(2026) -Bizarre Bazzare
Global Game Jam
(2025) -BubbleTro
What Are My Future Development Plans?
I’ve recently been experimenting with AI navigation, focusing on making enemies seek out the player in a natural and intelligent way rather than just pathing straight at them. I’ve implemented multiple states — seeking, chasing, and grouping into packs — with enemies dynamically dispersing if they lose the player.
Optimising this for performance has been a challenge, especially on my non-gaming laptop without a GPU. So far, I’ve managed 1,000 enemies running these behaviours at around 7.8 FPS with a response time of roughly 200ms, which I’m very happy with. On a high-end PC, the system runs smoothly above 60 FPS.
This project has been a fun exercise in optimisation and emergent behaviour, and it’s taught me a lot about balancing AI complexity with real-time performance.
Playing ARC Raiders completely changed how I think about AI in games. Seeing how the game teaches its machine learning AI inspired me to explore similar concepts, with the goal of creating a spider-like creature with six or eight legs that can learn to walk and adapt to new terrain. This is a direction I plan to pursue after finishing my fire simulation project.
In Case you’re interested in what my ai looks like check out my code demo I did for it and gameplay footage. This is not Machine Learning Ai but instead Ai that I can say I'm proud that I made.