Projects

I believe games are for more than just play. Games allow people to have experiences some may never have dreamed of; games educate without the user intending to learn; and games can provide insights to other worlds and cultures.

Every game that I’ve worked on makes me very proud to be a part of. For every game, I have worked within different development teams; each made up of unique inspirational individuals. These differing experiences have allowed me to continuously strengthen my existing game design knowledge; concurrently learning how to adapt my design skills for different audiences.


CURRENTLY WORKING ON

Mystiques: haunted antiques

LEAD DESIGN

December 2022 - Present

In my role as Lead Designer for Mystiques Haunted Antiques, I help our game director (Ally McLean-Hennessy) drive the creative vision and execution of our game. My responsibilities include:

  • Feature, Systems, and Tool Design: Creating core gameplay features, iterating on robust systems, and custom development tools that enhance engine workflow and allow the team to innovate and iterate quickly.

  • Team Management: Supporting junior developers to upskill in game development and fostering a positive environment amidst the challenges of independent game making.

  • UX Design & UI Mockups: Crafting intuitive user experiences and detailed UI mockups that captivate players and enhance gameplay clarity and accessibility.

  • Level Design: Developing atmospheric levels that build the game world and fit with the game's narrative and mechanics.

  • Unreal Engine Development: Working within Unreal Engine, leveraging my knowledge within Blueprints to create dynamic, deep meaningful experiences.

  • Blueprint Proficiency: Utilizing Unreal Engine’s Blueprints system to prototype features rapidly and streamline gameplay mechanics, ensuring efficient iteration.

  • Collaborative Leadership: Working closely with a small functional team—including art and programming help create ideas and translate into tangible features, fostering an environment of detailed documentation and clear communication.


PAST PROJECTS

  • Working with WW I've had the privilege of collaborating with industry leaders like Warner Brothers, Sega, and Microsoft to work on some of the biggest games in the industry.
    In my role, I developed core gameplay features, craft custom tools.
    I designed intuitive user experiences and detailed UI mockups that encourage players to stay engaged.
    Leveraging my deep expertise in Unreal Engine and proficiency with Blueprints, I rapidly prototype and refine dynamic, meaningful experiences.

    Games I worked on at my time at WW:
    Hogwarts Legacy, Age of Empires 2 remake, Unannounced SEGA game

  • During my time at MK I created Hyper Rush which allowed me to learn tools and techniques withing Unity and Houdini.
    My role as lead also allowed me to grow in a managerial role. Running design meetings, 1 on 1s and professional reviews. I also have had the chance to mentor graduates and newer designers - which was one of the most gratifying experiences I’ve had in my career.

  • When I was hired in early 2019 to work in QA, I continuously grew and expanded my tool set by learning from every experience that has been offered to me at Grease Monkey Games.

    During my time at GMG, I travelled overseas on multiple occasions to represent Grease Monkey Games in corporate meetings with Redbull, Ford, Toyota and Microsoft, and had the opportunity to continuously work with talented people.

  • In early 2019 I was approached by Bad Goat Studios, a small local team, to help out on the point and click adventure game: Henry Mosse and the Wormhole Conspiracy (HMWC). I was initially hired to hand test builds and fix simple bugs for HMWC; however, after my initial contract ended, they asked me to stay on as part of their team. Due to this fortunate opportunity, I wrote and designed a help system that is used throughout HMWC.