Versatile and approachable Game Designer with 7+ years in creative academia with professional mobile development and quality assurance experience.
Able to relocate and eager to join your team!

Game Portfolio Content

  • Home, Professional Project

    Clients: Dundee carers, I2I

    A group-made narrative puzzle game made for Dundee carers to highlight the experience of young carers.

  • Hack Mech, Level Design Study

    A study of narrative arc structure applied directly to level design and tutorial design.

    Top-down action-adventure game with puzzle and exploration elements.

  • Honours Project

    Research and development project on architectural theories applied to gamespaces.

  • Padly, Group Project

    Adventure platformer made by a cross-disciplinary team.

Home, Professional Project

  • Role: Designer

  • Client: Dundee Carers, I2I

  • Genre/ Style: 3-D life Sim

  • Team size: 8

  • Completion date: 11/2019

Synopsis

Home is a light-hearted 3D life simulation that follows the daily responsibilities of Deer, a young career. Help Deer care for their little sibling, Bear, and parent Fallow. Showing both the struggles and positives of being a young carer. 

Project highlights

Both clients warmly received the game, and we were given the opportunity to showcase Home and our process at the I2I partner meeting held in Dundee. Home remains in use by Dundee Carers and used within classrooms and workshops.

Responsibilities

  • Gameplay and level designer within a cross-disciplinary team.

  • Helping to maintain and nurture the team’s vision through flowcharts, system requirements, personalized objectives, and open discussions.

  • Close collaboration with the art team to create a visually appealing and exciting game space.

  • Acted as a liaison between team, client, and young carers.

  • Personally Showcased at the I2I partner meeting held in Dundee.

Team Credits

 

Home’s planning made use of a flowchart/design document hybrid. Here you can see the start screen and some import info I.E font choice, characters names and controls. I have modified the diagram for easier viewing from this webpage, please click to enlarge.

The center details the main game loop tied to the timer and outlines the game’s rules. The diamonds indicate the connected sections.

Three more of the minigames with game loops, concise descriptors and mock-ups. Red boxes indicate options I wanted to present to the team or clients.

The plans for the cooking minigame. The left-hand shows the original implementation, and the right an overhaul we implemented for the final release.

Descriptors of each of the UI elements and their requirements.

Hack Mech, Level Design Study

  • Genre/ Style: top-down action, Metroidvania

  • Team size: Solo

  • Completion date: 11/2019

Synopsis

A twin-stick shooter with some light Metroidvania elements. It emulates the opening moments of a complete game and features the ability to move, fight, solve puzzles and take control of your enemies.

Project highlights

A rewarding study into the application of narrative structures in level design pacing and an opportunity to research and apply renowned designer’s methodologies to my work.

Responsibilities

  • Research and implementation of narrative structures applied to level design.

  • Exploration of tutorial and level design principles.

  • Development of critical themes across two levels and a final boss fight.

  • Organizing playtesting and collating feedback that was used to improve the game.

 

In engine overview of level I

in engine overview of level II

Honours Project

  • Genre/ Style: adventure puzzle

  • Team size: Solo

  • Completion date: 4/2022

Synopsis

Final undergrad research and development project exploring the use of architectural theory applied to game spaces. Including transitions, counterpoints, sightlines, and signposting.

Project Highlights

Developing skills to create accurate architectural tech drawings carried over to level layouts and maps.

Responsibilities

  • Solo development of playable experience within unity.

  • Independent cross-disciplinary research into architecture.

  • Analyze existing architectural works both within and outside of games.

  • Designing and iterating playable game spaces both on paper and in the engine.

  • The collection of findings and used processes into an honours dissertation.

 

Padly, Group Project

  • Role: UI Designer

  • Genre/ Style: Adventure Platformer

  • Team size: 7

  • Completion date: 12/2018

Synopsis

A laid-back 3-D character platform starring Padly the frog with a focus on exploration and interactions with light-hearted characters.

Project highlights

Padly marked my first opportunity to work in a team of over three people for a prolonged period. While early in my personal development as a designer, the project sparked a love for working alongside a team that I hold to this day.

Responsibilities

  • Design and implementation of UI elements and menus.

  • Directly collaborated with the game artists to design UI elements for the game.

  • Creation of paper prototypes of menus.

  • I worked within a cross-disciplinary team to create an original concept.

  • Facilitating design discussions via the use of mindmaps.

Team Credits

 

Final in-Game main menu UI

final in-game pause menu