I'm a Senior Game Designer with 7 years Design experience and 3 Years of Development before that. I've worked on multiplayer arena shooters, roguelite dungeon crawlers, turn based tactics games, construction games, sim games and 2 expansions for Overcooked 2.
Level Design, Puzzle Design, Game Structure
I worked on Astronimo doing Level Design for various puzzles and sections in the game. This included using a custom engine's terrain and object interaction tools, iterating on puzzles to make the gameplay flow better and restructuring some sections of the game to create Chains of missions that feed into each other both mechanically and thematically.
Level Design, Weapon Design, Progression Design, Data Implementation
I joined Worms Rumble pretty early in development. Initially I was in charge of the progression system which I designed, modelled and iterated on. I then went on to work on weapon concepting, designing one of the maps, making the Lab Modes and working in Unreal to set up various reward and config data.
Overcooked 2: Night of the Hangry Horde and Carnival of Chaos
Balancing, Level Design, Concepting, Mechanic Design
I worked on both the Hangry Horde and the Carnival of Chaos DLCs for Overcooked 2. On Hangry Horde I came in late in development to help out with level and mode balancing and iteration. I then worked on Carnival of Chaos producing new mechanic and theme ideas and doing most of the level design.
Game Design Consultancy
Going Under was an external project that Team17 published. I was on the project as a design consultant, writing reports about the game’s progress, offering mechanic advice and generally being the design department’s eyes on the project.
Honey, I Joined a Cult
Game Design Consultancy, Game Structure, Economy Design, Progression Design
Going Under was an external project that Team17 published. I came on as a Design Consultant but my duties expanded out to be the main Designer on it. I worked on most aspects of the game to help the Developers refine the play experience and give structure to the final game.
Achtung Cthulhu Tactics
Lead Design, System Design, Level Design, Story Design
Achtung Cthulhu Tactics was a project I worked on from the start of development to release as the sole designer. I concepted and prototyped the combat system, designed the levels and character abilities, mapped out the story beats and generally did all the design work on the project.
I worked on Mars Horizon for a time partway through development. My main contribution was the design of the mission system to try and add interesting mission gameplay that also links in with the different payloads and missions. But I also worked on the endgame design and a few other systems.
Global Game Jam entry, concepting and coding
Tune In was an entry into the 2018 Global Game Jam. It’s a puzzle game about numbers stations and other hidden radio messages. I worked with 4 others on development and design for the game.
Twine Puzzle Box Game, all content
Time’s Arrow is my solo attempt to make a “The Room” style puzzle box game using Twine. Since it’s a time loop based game I put a lot of writing work into randomising the opening text so the player always has something new to read each time they entered the room.
Volumetric Light Based Platformer Demo, all design and code
Solar Wind is a solo demo I came up with after playing “Thomas was Alone” and incorrectly assuming the volumetric lighting was pushing my character. All lighting in the game is 2d volumetric and exerts a force on the player character.