Two Unannounced Projects
Game Modes for one of the World's Largest multiplayer FPS games
Level Designer
Built in Unreal Engine 5, for PC
On these projects, I was a Generalist designer. My core duties were:
Levels
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Full level Design pipeline, particularly the in-engine process and workflow across both projects
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Level-metrics gym, and player character movement feel and metrics
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Level Design Kit and Materials; grid snappable, built to metrics, kit to allow multiple designers to work consistently and speedily
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Worked with direction to create Level Category types, enhance map pacing
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Nav management, optimisation and AI rules
Gameplay
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Full feel, sound, kickback and spray pattern for all weapons
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Paper Design and implementation of all player characters 3Cs
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Paper Design, prototype, and engine implementation of many core gameplay systems and mechanics
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Statistical balance for all weapons, health, armour, equipment, currencies and rewards.
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Coordinated large playtests and collated feedback
Technical
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Networking fixes and adjustments for many gameplay features
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Geometry Collection workflow
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Gameplay tools to allow multiple designers to implement similar features across multiple levels with the same rule set, e.g., moving platforms, destructibles, interactables, pick-ups, etc.
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Collaborated on the lighting and Sub-level loading frameworks for smooth level performance and rapid content iteration
More detailed breakdowns are to be added post-launch!

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/
The Tribe Game
Lead Developer
Turn-based RPG built in RPG Maker fpr PC
I joined quite late in development, so my role was primarily editing and implementing existing content and trying to bring up the overall quality of the end product.
My core responsibilities included:
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Planning and designing the core game pillars with direction
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Re-designing their combat system from scratch
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Implementing and overseeing source control
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Setting up style and consistency guidelines for Code, Cinematics and Combat
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refining and bug-fixing existing systems (plant growing, equipment, cooking)
Game available here: https://store.steampowered.com/app/1904330/The_Tribe_Game/