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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

  • Designing from grey box to the final art of the majority of current demo levels​

  • Working with engineering and art teams to refine our gravity and planet pipelines

  • Collaborating with designers to set our gravity and grapple metrics

  • Collaborating with Designers and Directors to find our ideal player movement metrics

  • Full Documentation of levels for Art team and Directors

  • Reward placement and pacing for the majority of current demo levels

 

Gameplay

  • ​Balancing the weapons, abilities, upgrades, player stats, enemies, encounters and levelling systems

  • Iteration and refinement of existing abilities

  • Detailed design documentation of multiple new systems, features and mechanics

  • Updated the reward system, both documentation and partial implementation

  • 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.)

  • Updated the existing enemy feel to reliably threaten the player without being unfair

Technical

  • ​Implementation of the scaling encounter system

  • Implementation of the levelling system

  • Updating, Refining and implementing many enemy AI behaviours and abilities

  • 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

  • Planning the reflowing and rescoping of the entire open world

  • Working with artists from start to finish on multiple levels (grey boxing, iterating and polishing) as well as co-owning and vision-holding

  • Working with the environment art team to create Flintlock’s weenies, path language and ledge language.

  • Resource and Reward Placement guidelines for the entire game

  • Optimisation on all level loading and level streaming systems

  • Collaborating with other designers to set our level design pillars

  • Created the Level Design/ Level art pipeline for reviewing, iterating and signing off levels
     

Narrative

  • Paper Design and implementation of roughly half the game’s quests

  • Set up quest design standards and workflow for other designers

  • Created blueprint libraries and components to allow for faster iteration on quests

  • Worked extensively with external and internal writers

  • Vision held for the caravan system

  • Created the reactive bark system used in Caravans and Hamlets
     

Misc

  • Collaborated with fellow designers and directors, creating and presenting the game’s creative pillars

  • Created a handful of enemies

  • Encounter passes on multiple levels

  • Paper design for the fire axe primary weapon

  • Created various editor tools for auditing, tracking and clean-up

  • Mentored fellow devs in various unreal/technical/blueprinting/design skills

  • Co-lead the A44's Game of the Month club, a book club for games.

  • And much more! 


Game available here: https://store.steampowered.com/app/1832040/Flintlock_The_Siege_of_Dawn/

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