I am an aspiring Game Designer with over 3 years of industry experience, since graduating from Falmouth University with a masters Degree in Game Design. Video Games and Game Development have been my passion since the early years of my life and has encapsulated all of my aspirations. While Game Design is my goal I also have made really interesting products within the VR Industry. I seek to share the gift of inspiration and fulfilment I was given by this fantastic industry in hopes of inspiring people to develop their own passions for games.
“Gamers can feel when developers are passionate about their games. They can smell it like a dog smells fear." ― Scott Rogers, Level Up: The Guide to Great Video Game Design
Welcome to my portfolio.
Major Projects
Name: HexDash
Genre: Turnbased Action Game
Artstyle: stylised Sci-Fi
Engine: Unity
Dev time: 6 months
My Role: Level Designer/General Design
HexDash was my very first Game Development Project and while the trailer doesn't reflect the final version, I am very proud of the final quality and I encourage you to try it for yourselves(Download on project page).
Name: Recreant
Genre: Stealth
Artstyle: Stylised Sci-Fi
Engine: Unity
Dev time: 6 months
My Role: Level Designer/General Design
Recreant was a product of the teams love for stealth games, that were popular in the early 2000's. Games like Splintercell that largely defined the genre at the time, and even older ones like the original thief games really sparked our interest in this project.
Name: Turas
Genre: MetroidVania
Artstyle: Stylised Celtic
Engine: Unity
Dev time: 6 months
My Role: Combat Designer/Project Manager
Throughout this project, I was able to really explore not only my own skills in combat design, but also C# coding, and my interpersonal skills within the team. My project management skills came in especially useful as this was the largest team I had worked with to date.
Name: Z-Vival
Genre: First Person Shooter
Artstyle: Realism
Engine: Unreal
Dev time: 6 months
My Role: Solo Project/all disciplines
Coming to the end of my Masters Degree, I looked back on my experience and contemplated the areas I felt I was lacking in. I realised then, I had very minimal experience in the unreal engine. So, once I came to this conclusion I saw fit to increase my knowledge of this software to expand my potential employability, and so Z-Vival came to be
Game-Jams
Name: Cell Wars
Master: GameJam
Theme: Beginnings
Genre: top down arcade game
Artstyle: cartoon
Engine: Unity
Dev time: 1 week
My Role: Solo Project/all disciplines
Beginning my masters degree I was faced with an interesting challenge. My tutors proposed, that I had now over the span of a week to create a new Gamejam periodically. First up my theme was beginnings, so I began brainstorming and I came up with a variety of ideas, but ultimately I got inspired by my love for the game "Spore" released in 2008.
Name: Raccoon Raid
Project: Global GameJam Jan 2021
Genre: Top down adventure.
Artstyle: Stylised
Engine: Unity
Dev time: 1 week
My Role: Designer/Team Leader
Raccoon Raid is a top-down adventure where you play as Albert, a very gentlemanly Raccoon in search of some tasty snacks to satiate his hunger. Before my team and I began creating the game Turas, we decided to take part in the upcoming GameJam to get a feel for our teams capabilities to work together. This quickly became one of my favourite Jams, as the team was quickly able to generate an idea we all agreed upon.
VR Development
For my next project I worked with Terry Duffy who is an independent international artist with a reputation for unique, challenging work. He has exhibited in London, Paris, Berlin, Cape Town, Dresden, Philadelphia, New York, Liverpool and more. He Approached me and my Business partner James Murphy from Event Horizon with a request to build a VR Experience that encapsulated his latest art piece "The Hill"
Name: Recreant
Genre: Stealth
Artstyle: Stylised Sci-Fi
Engine: Unity
My Role: Level Designer/General Design
Recreant was a product of the teams love for stealth games, that were popular in the early 2000's. Games like Splintercell that largely defined the genre at the time, and even older ones like the original thief games really sparked our interest in this project.
Software Knowledge
Unity: 3 years of experience
Unreal: 3 years of experience
Coding Languages: C#, unreal Blueprint coding.
Adobe Suite Including: Photoshop. illustrator, InDesign, Premier pro, Acrobat Pro.
Microsoft office: Word, Excel, PowerPoint, Teams.
Version Control: Source Tree, Jira, Git Hub.