Welcome to my portfolio!

I’m a game designer with two decades of professional game industry experience, including 10 years as a game designer. I’ve worked on various facets of the industry, such as world-building, mission design, and developing systems that enable gameplay. My most recent work was developing levels and missions for Arcadia inside of MindsEye. I’ve also worked on renowned titles such as Rollercoaster Tycoon 3, Thrillville, and Crayta.

MindsEye (2025)

Level Designer

I created five missions for Arcadia inside MindsEye – handling everything from layout and prop placement to scripting and gameplay logic. My goal was to expand the stories of characters introduced in the base campaign, so each mission was built around a distinct location and mechanic.

My workflow always started with a simple playable prototype to validate the core gameplay. I then iterated based on internal feedback and playtest data, tightening pacing, improving signposting, and refining encounters to make each mission feel purposeful.

For example, in Serving Notice the objective is to destroy all vehicles in the area as fast as possible. The first version exposed issues with the route clarity, some people took inefficient paths. After reviewing feedback, I reworked the layout, adjusted object placement, and added additional guidance cues to encourage faster, more satisfying runs. These small changes increased completion speed and made the challenge feel more intentional.

Game Design UE 5 Level Design Arcadia

Stumble Guys (2024)

Systems Designer

As a systems designer on Stumble Guys, my focus was on improving the workflow in The Workshop UGC editor. Early creator feedback highlighted friction around camera control and difficulty presenting their levels when publishing.

To address this, I broke down the creator journey, identified where usability issues occurred, and prototyped improvements to camera navigation that offered more precision without increasing complexity.

I also introduced support for adding custom thumbnails when publishing their creations, a small but impactful quality-of-life feature that players specifically requested, which improved presentation and increased level visibility in the community browser.

Systems Design Miro Confluence Unity

Crayta (2023)

Technical Designer & Community Manager

I worked on Crayta up until it went offline in 2023. In our small team, I balanced rapid prototyping with delivering polished showcase content for the community. My work ranged from using the scripting API to create new mechanics, to building levels that demonstrated best practices.

As part of one of the seasons content I developed a modular mission system with NPC dialogue that reacted to different player interactions. This required close collaboration with UI and narrative stakeholders, plus iteration based on usability feedback from our internal playtests.

One highlighted issue was that the narrative of the NPCs would be fairly static in their responses, I added a way to add some different responses depending on what state of the quest you’re in. This helped them feel more alive and also reinforced key details of the quests.

Game Design UE 4 Level Design LUA

Wireframe Magazine (2020)

Writer

For Wireframe Magazine, I wrote multiple “Toolbox” tutorials that guided readers through building gameplay systems in Unity and C#. My approach was to break mechanics down into clear, teachable steps, then validate each tutorial with non-expert readers to ensure they were genuinely accessible.

This process led to me being invited to lead the Build Your Own First-Person Shooter in Unity Bookazine. For that project, I iterated heavily on lesson flow, troubleshooting sections, and example code based on editorial and reader feedback to ensure the material supported learning rather than overwhelming newcomers.

C# Unity

Lightstream Racer (2018)

Content Programmer

At Virtual Arts I joined the team after the initial release of Lightstream Racer, an AR racing title for iOS. My role involved extending the feature set while maintaining the game’s delicate AR constraints.

For the photo-shoot mode, I explored how players framed shots and interacted with the real-world, then iterated on vehicle options and UI elements to reduce user friction.

I also helped implement remote play, working closely with engineering to test synchronisation challenges in AR and providing continual design feedback as we solved edge cases around device tracking and latency.

AR/VR Unity C#Prototyping

Table Football (2012)

Game Designer / Technical Designer

At Four Door Lemon I worked on Table Football for the launch of the PlayStation Vita. The Vita technology was limited and AR games at the time were still new, so I collaborated closely with engineers to test limitations of the AR suite and iterate on interactions that felt reliable during real-world play.

Alongside development, I created several pitch documents for potential simulation titles, where I approached each concept by prototyping the core loop early and validating whether the idea could sustain progression before investing into full development.

Lemon Engine Unity Game Design Pitch Docs Prototyping

The Outsider (2011)

Game Designer/Level Designer

While at Frontier I spent five years on the unreleased open-world project The Outsider. My focus was split between improving internal tools and designing believable yet engaging spaces inspired by Washington, D.C.

For the level editor, I provided structured UX feedback based on real production workflows, identifying friction points and validating improvements through repeated testing with the design team.


When working on the road layout, I blended real-world reference with gameplay needs by iterating on areas based on playtest feedback to create an environment that felt authentic without compromising mission flow.

Cobra Engine Lua Game Design Level Design GDD Docs

Thrillville & T:OTR (2006/2007)

Game Designer

On Thrillville and Thrillville: Off the Rails I was a generalist game designer responsible for design documentation, implementation, and balancing of content across multiple mini-games.

For Squadron Ace I prototyped mission setups and tuned handling, fire rates, and health to hit the intended difficulty curve. A key late-stage iteration involved reworking the arenas: testers found the original open spaces too easy to exploit, so I redesigned them to loop back on themselves, improving flow and making combat encounters more engaging.

Cobra Engine Lua Game Design GDD Docs

Rollercoaster Tycoon 2&3 (2004)

Game Designer

My first industry role was working on the Rollercoaster Tycoon series and initially focused on the two expansions for Rollercoaster Tycoon 2 and later I worked on Rollercoaster Tycoon 3. I mostly focused on the game balancing and setting up the various rides, stalls and other elements the player could place in their park.

Cobra Engine Game Design Game Balance GDD Docs