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ABOUT

Currently, I work as a Game Designer at Awe Interactive, creators of indie hit BPM: Bullets Per Minute.

 

In 2023, I completed my degree in Game Development: Design BA (Hons) at Falmouth University, receiving a First Class Honours qualification.

I have experience in multi-disciplinary teams, have applied myself to many facets of game design, and am well versed in Agile development. I hold myself to an exceedingly high professional standard.

My passion lies in using our unique artistic medium to create experiences that affect, inspire, and empower players.

CONTACT

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CURRENTLY

Playing:
Fable: Anniversary, Ratchet & Clank: Rift Apart
Reading:

Atomic Habits, The Drawing of the Three
Watching:

The Bear

PROFESSIONAL PROJECTS

UNANNOUNCED TITLE @ AWE INTERACTIVE

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Quest Designer

prev. Junior Game Designer

 

Responsibilities:

Quest design

Systems design

Narrative design and scripting

Creation and upkeep of documentation

Watch this space!

UNIVERSITY PROJECTS

FREEFLIGHT (2022)

Click HERE to see more.

Responsibilities: I undertook half of the level design, including that of the initial tutorial level. Was solely in charge of implementing all narrative and dialogue into the game. Oversaw UI/UX design, and created all menu systems found in-game.

Team size: 12 members

Development time: 6 months

Tools: Unity, C#, Git

A SOFT AND SQUISHY DUNGEON (2021)

Click HERE to see more.

Responsibilities: I undertook all aspects of design, including the creation of a branching narrative and interconnected level design. I wrote the entirety of the narrative, used visual scripting, and created all of the artwork within the game.

Team size: 1 member (me!)

Development time: 4 months

Tools: Unity, Fungus, Aseprite

ANOTHER DAY (2021)

Click HERE to see more.

Responsibilities: Narrative design, systems design, level set dressing, art asset creation.

Team size: 9 members

Development time: 6 months

Tools: Unity, Aseprite, Git

THE CRYPT (2022)

Click HERE to see more.

Responsibilities: I undertook all aspects of design, in particular the sprawling, interconnected level design that the player traverses through. I also used the engine's proprietary scripting language to create systemic modifications to how the game is played. Note: all assets used belong to Bethesda Softworks.

Team size: 1 member (me!)

Development time: 2.5 months

Tools: Creation Kit, Papyrus scripting language

REDESIGNING RAPTURE (2023)

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Click HERE to see more.

Responsibilities: I was solely responsible for this conceptual redesign of the original BioShock's UI. Extensive research was undertaken into critical theories, and contemporary UI systems. Frequent iteration and refinement in service of the design.

Team size: 1 member (me!)

Development time: 2 months

Tools: Adobe XD

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