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About Me

I'm a passionate Game Designer with a lifelong dream of creating video games. I have spent the last few years dedicated to improving my skills as a game developer. I have always dreamt of creating a fun and immersive world so people can get the same joy of playing my video games as I do when I play others.

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I have made a few games for college and boot camp and am currently creating a game of my own to release onto steam. I have a lot of experience in different software used to create video games from Miro used in the planning stages, to Blender and Maya used in the art side of development, to Unreal engine and Unity in the coding and development and finally Jira in the testing and polishing side of games. I have a passion for video games and I am excited to learn more and develop my skills to create more games in the future for people to enjoy

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I've always wanted to work as a game designer and am currently looking for a quality assurance job to build upon my experience to further my career in design, I want to work in a smaller studio so I can learn more about the different areas in the game industry and hopefully build my own business using this knowledge

Location

Royal Leamington Spa

Phone

07368 572804

Email

Connect

  • LinkedIn

Projects

 

Overview

I made this project through the Game Design Group and Creative Alliance Bootcamp and was made to the brief that was given to our team, after the designer created a design document I created the game to match the documents. As the programmer for the team I was tasked with making many different types of interaction and make them flow well together while not diverting the brief. I was also tasked with creating all the UI for the game and making it readable in a blockout state allowing the game to fun and playable during the early stages of development.  

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Mechanics

Throughout this project I created many mechanics to make the game flow smoothly while sticking to the documents I was given. Here are some of the mechanics I made:

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  • Picking up items and viewing them in the inventory

  • Creating Riddle with text based answers

  • Creating Riddles with multiply choice

  • Inspecting items

  • Changes in perspective as story progress

  • Cursor changes depending on items use

  • Rotating picture based puzzles

  •  Creating cinematic

  • Importing and editing FMOD

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CAPTCHAD

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Overview

I made this project through out my time at Coventry College where a team and I were tasked with making design documents for a given brief, we then used our design documents to create a game where I programmed a variety of content fitting it to the brief, during this development I created inventory systems and loot tables using arrays in unreal engine. I also created a variety of enemies with different attack speeds, health and damage as the brief intended. Throughout this project I learned a variety of programming skills that helped me in creating my future projects and giving me the knowledge I needed to start making my own projects.

 

Mechanics

Throughout this project I created many mechanics to make the game flow smoothly while sticking to the documents I was given. Here are some of those mechanics I made:

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  • Chest that give you items from a loot table

  • Array systems that kept hold of all item, rarity and there benefits

  • Hand to hand combat mechanics

  • Dash abilities to ignore damage

  • Five ability the player can purchase and swap between

  • Breakable objects to continue through the Level

  • Five different enemy types with unique looks and abilities

  • AI combat systems

  • Shops system where player can buy and sell

  • Working Inventory System where player can equip and unequip items

Death Seekers

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Overview

I created this game as a passion project, I though out a design for the game and created a design document that would be heavily influenced by other horror story games, the world is set place in a hotel the leading idea of the setting was to create a sense of claustrophobic putting them on edge with a lot of jump scares and sound effects to keep the player on there toes, there are a lot of shuttle movements and creature roaming to create a sense of paranoia as the human mind is far scarier then anything you can see. As the only member on the project I was tasked with making the 3D assets for the game and programming the mechanics 

 

Mechanics

As the only person working on these game I faced many challenges while developing this game some of the are here:

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  • Modelling and animating creatures to roam the hotel

  • Designing a storyline for the game

  • Create and design puzzles for the player to progress

  • Create chase are with safe zones for the player to navigate

  • Create AI that will follow the player around and chase them

  • Creating sound effects for the player and creatures

  • Light the levels so create a unsafe atmosphere

  • Sound effects on the player footsteps

  • Creating design documents for our own game 

Elysian Hotel

Games Tested

I worked as a quality assurance tester for multiple smaller game developers on many games within a wide range of genres, sizes and degrees of complexity working closely with these developers during this difficult period of development, finding and tracking bugs, and giving general and technical feedback on both the content and mechanics of the games.

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In this time I developed my skills on testing games and learning how to correctly organise information for the developers, I worked closely with programmer and designer to show where the errors had occurred and how they are caused as well as general feedback on the overall design of the game

  • The Black Pepper Crew

  • Valhall: Harbinger

  • Gems of War

  • Myriads: Renaissance

  • Die in the Dungeon

  • Don Duality

  • Blue Wednesday

  • Cursed Quest

  • Dwares: Glory, Death and Loot

  • Mega City Police

  • DarkTimes: Wrath of the Raven

  • Aestik

  • Voltaire: The Vegan Vampire

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Voltaire: The Vegan Vampire

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