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

Level Designer
A hardworking graduate from Bournemouth University. Experience within a wide range of game industry disciplines. Single player and multiplayer level design implemented within Unreal Engine and Unity with their respected coding languages.
When producing levels I logically think and use industry standard practices and go through different stages when producing my levels. Starting from concept, blocking of level then implementation of assets. Finally testing and improving the level.
Many factors should be considered when planning a single player level
Pacing
Flow
AI
Guiding player movement
Patterns such as challenge, spatial, temporal
Architexture
When implementing assets placing and fine tuning the placement of these assets was important. Testing the levels thoroughly throughout ensured that issues were fixed as soon as possible.
When creating multiplayer levels I thought into line of sight, cover and flow of the level to ensure the level did not become repetitive. Inspiration was taken from several Call of Duty levels.

Office Inflitration
I produced a inflitration 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 especially NPCs to

Save The Hostage - Cave Setting

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.