TimeSplitters Rewind
Technical Designer/ Generalist
I contributed to multiple Challenge and Arcade missions for TimeSplitters Rewind, covering end-to-end design and implementation – from level layout and prop placement through to Blueprint scripting and gameplay logic.
Many of these challenges required substantial problem-solving. For example, in the TSUG Challenge I needed to replicate the original game’s behaviour where split-screen mode presented two turret views, but a single player controlled both. Reproducing this within Unreal’s existing systems required creative input handling and careful integration with the project’s established architecture.
As the project was fan-made and volunteer-driven, I frequently adapted to a wide range of tasks. This included resolving art and level-assembly issues, particularly when contributors were new to development or had moved on before their work was finalised. This flexibility ensured mission quality and continuity across the project.
Overpass - Blocktober 2025
Level Designer
I usually take part in the Blocktober event each year. This year I created small, symmetric control map built in UE 5 using their Lyra project.
I was focused on creating readable combat spaces and balanced team flow and inspired by UT’s Facing Worlds and Halo’s Narrows.
Fortnite - CTF Level
Level Designer
I wanted to better understand the tools for Fortnite and so I developed a CTF map for Fortnite in UEFN mostly to find out how the systems worked in this version of Unreal. In general I am happy with the result; developing an asymmetric map where two teams can battle through a village courtyard or take shortcuts through buildings with a couple of major focus points for combat.
Luna - Blocktober
Level Designer
This project began as a Blocktober exercise that I later expanded beyond the event. My goal was to capture some of the feel and flow of Okami, one of my favourite games. I focused on building traversal mechanics for a wolf character and designing a small set of challenges, such as time-limited ring-passing tasks that rewarded precise movement and route planning. The work centred on establishing the core gameplay loop, refining the sense of motion through the environment, and creating a foundation for further world-building.