Computer Science graduate with an MEng from The University of Southampton

Interests in game dev, proc gen, design, art, artisanry, and music

Currently working as an iOS developer and working on
game development and procedural generation

@THISISDINOSAUR ellesailenesullivan

iOS app and game development
With UIKit, OpenGL and Spritekit

Procedural creature generation
With JavaScript and Python










Other technology

iOS development




Scientific computing

Machine learning

Evolutionary computation

Computational biology

Computational finance


3D Modelling/animation with Autodesk Maya and Mudbox

Procedural creature generation

Physics engine programming

Game design and development

Web design and development

Source control with Git (and GitHub/Bitbucket)

Seeds: PROCJAM zine articles
I have two articles in issue 2 of Seeds, the PROCJAM zine, released yearly to coincide with PROCJAM (the procedural generation jam).

Turing Patterns: On the Procedural Uses of Morphogenesis
The first is on Turing patterns (p29), and how to generate them by performing the simulation of a reaction-diffusion system on a grid. Turing patterns eoncomse a wide variety of natural patterns, including spirals, stripes, and spots, and appear everywhere in nature, from zebras, to leopards, to giraffes, to obnoxious 80s wallpaper. Such a system can therefore be used for the procedural generation of highly varied and naturalistic textures. The article contains some potentially unpleasent maths that there wasn't space to expand on, so if you want more information please contact me, I have all the maths that was cut between the starting point and end point in LaTeX for easy viewing.

The second is on procedural dinosaur creation (p82) using applied domain specific knowledge to inform the generation process, whilst keeping it generalisable and as flexible as possible. The project is still in the early stages and is currently focused on the conceptual generation (rather than say aesthetically pleasing meshes that are ready to use in a game). The project focuses on generalisability, extensiblity, reusability, and to make integrating the output in a project as easy as possible. It does so by focusing on things such as meta data as part of the generation process, which can then help the output be used in a game (e.g. animating, or figuring out how the dinosaur fits in the world, what it probably ate, its predators etc.)

Created for PROCJAM 2017, THE tinySAUR GENERATOR is a twitter bot that tweets procedurally generated small scale pixel dinosaurs. It tweets once a day, at 7pm (UTC), from 11/12/2017 until eternity. A tinySAUR a day keeps the ARHGH aHHH OH MY GO......

It's the little sibling to my much more ambitious project THE DINOSAUR GENERATOR. Whereas THE DINOSAUR GENERATOR is ambitious and focuses on generalisability, extensiblity, reusability, and to make integrating the output in a project as easy as possible, THE tinySAUR GENERATOR does none of that, doing whatever seemed most expedient to making pretty little pixelated dinosaurs at the time.

It's written in Python, using NumPy and Pillow, TkInter for the GUI, and Tweepy and Heroku for the Twitter bot. You can read more about its design on The below gif is uncurated, so is fairly representative of its output.


Game development

I enjoy game design and development as more of a creative pursuit than a technical one. I particuarly like the medium because of the potential for a type of self relflection and emergent strategy that isn't possible with other mediums.

Graphic design

I greatly enjoy graphic design, with specific interests in web design, typography and information graphics. You can see the previous version of the website here.


I have been doing both 3D modelling, with Autodesk Maya and Mudbox, and polymer clay modelling for a number a years. More recently I have taken up drawing, with pencils, charcoal and pastals; inking with art markers; painting with water colours, acrylics and oil paints; and digital painting.


I also enjoy a number of crafts, including photography (particuarly of wildlife) and woodworking.


I play guitar, bass, ukulele, harmonica and tenor saxophone.


For a number of years I played ice hockey and did figure skating, reaching up to and including grade 9 of the 'NISA Skate UK' grading system. Now, in the absance of an ice rink, I partake in both inline skating and roller skating.