
Hi there!
I’m a Game designer with five years of experience, two shipped games, and a Master's in Game Design. I’ve primarily worked in Level, Technical and Narrative Design Fields. But I love all things game design, and I’ve touched on combat, systems, balance, and optimisation during my career.
I have a strong technical background in computer science, and I love collaborating and teaching within and across disciplines.
Games and Game Dev are my greatest passion; I adore discussing and dissecting games and mechanics with friends and figuring out new ways to weave narrative and play into a cohesive, seamless experience.
Explore my website to check out my work!
Cosmorons
Level Designer
Built in Unreal Engine 5, for PC
On Cosmorons, I was a Generalist designer. My core duties were:
Levels
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Designing from grey box to the final art of the majority of current demo levels
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Working with engineering and art teams to refine our gravity and planet pipelines
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Collaborating with designers to set our gravity and grapple metrics
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Collaborating with Designers and Directors to find our ideal player movement metrics
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Full Documentation of levels for Art team and Directors
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Reward placement and pacing for the majority of current demo levels
Gameplay
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Balancing the weapons, abilities, upgrades, player stats, enemies, encounters and levelling systems
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Iteration and refinement of existing abilities
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Detailed design documentation of multiple new systems, features and mechanics
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Updated the reward system, both documentation and partial implementation
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Working with the Engineering and Art teams on multiple features to improve player feel and game fairness (e.g. Damage Cooldown, Death forgiveness, Damage feedback, etc.)
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Updated the existing enemy feel to reliably threaten the player without being unfair
Technical
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Implementation of the scaling encounter system
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Implementation of the levelling system
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Updating, Refining and implementing many enemy AI behaviours and abilities
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Worked with the Engineering team on blueprinting standards
Game Wishlist here: https://store.steampowered.com/app/2590750/Cosmorons/
Flintlock: The Siege of Dawn
Intermediate Designer
Built in Unreal Engine 4, for PC, PS5, Xbox Series S/X
On Flintlock: The Siege of Dawn, I was a level and narrative designer. My core duties were:
Levels
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Planning the reflowing and rescoping of the entire open world
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Working with artists from start to finish on multiple levels (grey boxing, iterating and polishing) as well as co-owning and vision-holding
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Working with the environment art team to create Flintlock’s weenies, path language and ledge language.
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Resource and Reward Placement guidelines for the entire game
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Optimisation on all level loading and level streaming systems
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Collaborating with other designers to set our level design pillars
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Created the Level Design/ Level art pipeline for reviewing, iterating and signing off levels
Narrative
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Paper Design and implementation of roughly half the game’s quests
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Set up quest design standards and workflow for other designers
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Created blueprint libraries and components to allow for faster iteration on quests
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Worked extensively with external and internal writers
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Vision held for the caravan system
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Created the reactive bark system used in Caravans and Hamlets
Misc
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Collaborated with fellow designers and directors, creating and presenting the game’s creative pillars
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Created a handful of enemies
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Encounter passes on multiple levels
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Paper design for the fire axe primary weapon
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Created various editor tools for auditing, tracking and clean-up
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Mentored fellow devs in various unreal/technical/blueprinting/design skills
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Co-lead the A44's Game of the Month club, a book club for games.
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And much more!
Game available here: https://store.steampowered.com/app/1832040/Flintlock_The_Siege_of_Dawn/