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.

Game Design UE 4 Level Design Blueprints

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.

Level Design UE5

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.

UEFN Level Design

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.

UE4 Level Design