About Me
I am a Game Designer with a strong focus on gameplay systems and mechanics, dedicated to crafting responsive, intuitive, and rewarding player experiences. I have a sharp eye for best-in-class polish and player-first design required to make any system or mechanic feel deeply satisfying. With proven experience in Unreal Engine and Blueprints, I’m able to prototype and iterate rapidly, turning ideas into playable experiences efficiently. I am highly collaborative, with a strong track record of feature ownership and effective cross-disciplinary communication to keep teams aligned and focused.
Most recently, I’ve worked at Awe Interactive on an unreleased project, where I have taken ownership of designing multiple core FPS and RPG gameplay features, including Player Abilities, Progression Systems, Dialogue and Exploration Mechanics, UI/UX, and more. Drawing on over a decade of experience prototyping in Unreal Engine, I have been able to rapidly iterate and develop key Blueprints and Editor Utility Widgets (EUWs), supporting the Engineering, Level Design, and Art teams with flexible, production-ready actors, prototypes and tools.
I graduated University with a distinction in MA Games Design and have been recognised as an outstanding graduate in games design by TIGA in 2021 for my exemplary work produced while studying BEng (Hons) Computer Game Design at Staffordshire University.
My key attributes include my dedication, hardworking ethic and approachable nature. As a highly collaborative developer, I find it important to create a positive environment and encourage discussion – this is my strongest personality trait, and its often pretty infectious. A team is not a team unless they are emboldened to learn, succeed and grow together.
My many years of education and industry experience has given me the following skills:
Expertise in Unreal Engine Blueprints (Including EUW tooling)
Rapid Prototyping in Unreal
Strong knowledge of conventions and creative solutions regarding:
Combat Design (1st and 3rd Person, Abilities, Weapons, Movement, A.I. etc.)
3Cs (Character, Controls, Camera)
Quest, Mission and Level Design (Linear and Hub, Combat, Platforming, Immersive Simulation etc.)
System Design (Progression, Inventory, Dialogue, Shops, Maps, UI/UX)
Puzzle Design
High Level and Detailed Design Documentation
Technical and Tutorial/Helper Documentation
Cross-Disciplinary problem solving
Rapid uptake and learning of in-house tooling
Demonstrating and teaching Blueprint skills to multiple disciplines
If you are looking for my skillset or have any questions or want to chat, please contact me!
Resume
Industry Experience
Awe Interactive
Aug 2024 - Present
Technical Designer
Supermassive Games
November 2022 - April 2024
Game Designer
Education
Teesside University
September 2021 - September 2022
MA Games Design
First Class
Staffordshire University
September 2018 - June 2021
BEng (Hons) Computer Games Design
First Class
Coventry College
September 2016 - June 2018
BTEC Games Design
D*D*D*
Skills
Ownership and design of multiple features and systems
Experience using Unreal Engine 4/5 & Blueprints
Providing education and support for Blueprints to various departments
Experience learning and using in-house software and tooling
Great teamwork and leadership
Champion of cross-disciplinary communication and organisation
Creation of detailed and high quality games design and technical documentation
Volunteer Work
Education
I have volunteered in numerous places across the country to aid children and students with various learning difficulties and disabilities. Working with these amazing children has been a rewarding experience and has taught me patience, understanding and respect.
Places I’ve volunteered include Brooke School Rugby, Coventry College and QUAD Derby.
Fujitsu Operation Innovation
I was invited to participate in the 2017 Fujitsu Operation Innovation: Developing digital skills for the future. My team and I presented an idea for a mood tracking bracelet for young children with learning difficulties, aiding both the child and teachers/parents to prepare for potential outbursts which are often hard to predict via a child’s expressions.
Photography Exhibitions
I have aided Bethany Kane in her D.I.Y. photography exhibition project Lost Generation. This included curation, exhibition installation, running photography zine stalls and networking.
Lost Generation was supported by Arts Council England / Multistory UK and the University of Derby.