Game Developer
A hardworking graduate from Bournemouth University
OPEN TO WORK
OPEN TO WORK

Game Developer
I am a highly skilled and detail-oriented level designer with a strong foundation in game development, specialising in creating engaging, immersive, and challenging game environments. With a degree in Games Software from Bournemouth University, I have hands-on experience designing both single-player and multiplayer levels, focusing on player engagement, pacing, and interactive mechanics. I excel at using tools such as Unreal Engine and Unity, combined with data-driven design principles, to craft levels that not only challenge players but also tell compelling stories. My expertise in spatial and challenge segmentation, along with proficiency in using pacing charts and other design frameworks, allows me to create dynamic gameplay experiences. I am passionate about the iterative design process, always refining my work based on feedback and player behaviour insights.

Office Inflitration
I produced a infiltration type level design and explored different ideas and took inspiration from levels within Watch Dogs and GTA V. The use of a pacing chart was crucial when planning levels to ensure tension rose and dropped consistently whilst also considering flow with this. Using different devices to guide player movement such as spatially configuring certain areas of the level caused differentiation within the players gameplay.
Within the concept phase I decided to explore the use and programming of AI for example NPCs. These were made using UE blueprinting. This can be seen within my demo video.

Save The Hostage - Cave Setting
This cave-themed level combines exploration, combat, and survival mechanics to create a challenging and immersive experience. Players begin by navigating a relatively calm environment, gradually transitioning into intense combat zones with increasing difficulty. The level features strategic chokepoints, alternate routes, and a central arena to build tension, with a unique hunger mechanic adding urgency. The architecture is a blend of linear and hub-and-spoke designs, guiding players through environmental hazards, enemy encounters, and timed challenges. Players must balance stealth and aggression as they navigate the cave, ultimately escaping after saving a hostage and overcoming the final threats.

Roof Style Multiplayer Level
When creating this multiplayer level I took inspiration from several Call Of Duty maps and applied a “three lane” system. The three lane system is where players tend to use the left and right lane of the map to flank or kill players within the central lane/ most contested area. Where the lanes meet is named a collision point. To see how effective this system was I applied a user study. This was to test and then further improve my level. This helped me critically evaluate my level.
Demo Video

Strait Of Messina
A level set in Ancient Greece. Strait of Messina is an action/ adventure narrative-driven level. Strait of Messina is a gameplay account of Odysseus’s ten-year journey from the fallen city of Troy to his home in Ithaca. Take control of Odysseus and be companioned by his second-incommand Eurylochus as they must scavenge for resources, explore new terrains and fight to survive against some of the most dangerous Greek monsters to ever live. Be prepared for epic combat with upgradeable and repairable weapons & armour systems that allow you to personalize your fighting styles. Journey into new towns & locations that will have a multitude of interesting personalities that you can meet along the way. Learn about the past of our characters and how they can overcome demons to look ahead to a brighter future.
This project consisted of a small team of 9, ultimately we had a limited time to produce a GDD, TDD and then plan out our task delegation. Ultimately everyone helped one another where needed. To collaborate we used GitHub and used UE4. Where needed I helped with level design, asset creation, creation of textures, UI with help in bug testing and fixing. At the end of the project we were happy with our finished product but knew where to improve.


Groove Gunner
A level where you match with the beat of the song to eliminate waves of incoming enemies. Within this Game Jam we had three days to create a game around the word “many”. As a result we used “many” different songs and integrated into a game cleverly in a unique way. To implement this, we used C# and Unity game engine. Below is a short clip of the game.
Graphic Design
The use of Photoshop and Illustration allowed me to create a leaflet with the theme "Urban Landscapes and Cities". This was to explore the dynamic and vibrant nature of cities in the South of England. I selected Southampton, Portsmouth, Winchester, and Bournemouth for their unique characteristics, as I had previously visited these cities and was familiar with their notable areas. My aim was to photograph and document various aspects of urban life, including architecture, transportation, and bustling streets, while also highlighting the diverse cultures within.
I created a promotional poster or leaflet that celebrated the urban landscapes of these cities, using a mix of photographic styles and techniques. To add a unique artistic touch to my project, I experimented with watercolors and printmaking techniques, moving away from my usual graphic design approach.
For inspiration, I referenced the works of established artists such as Sarah Hanson, Magdiel Lopez, and Craig Ward. Their use of vibrant colors, collage, and typography influenced the creative direction of my work. This project also allowed me to develop my skills in time management, idea sharing, and self-evaluation, ensuring I produced high-quality, meaningful outcomes for my final project. Below is a downloadable copy of my work.
Download Of Project is Available Upon Request