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Previous Projects

Atomicom

NDA

Atomicom|2021-2022
 
After finishing uni I worked remotely at the company Atomicom as a games design consultant. During my time there I undertook various tasks. My main role was that of a level designer where I was able to design several levels. My other role saw my evaluating and describing issues with levels and what can be done to improve their quality.
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GGJ 2022
Global Game Jam| Gomli & Stegolas| 2022​
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I participated in a team of 4 for the Global Game jam this year to create a prototype fighting game. The main goal was for me to learn more about level design in an outside environment and create nice lighting

You can play the game here -https://hcws.itch.io/gomli-and-stegolas

Beta Arcade
Beta Arcade|2020-2021 
 
During Beta arcade, I worked in a team of 10 to create a short playable horror game. The project took place over 13 weeks. During this project, I worked as both the project manager and the level designer. I was able to create a fun level which I had to optimise as it ran fairly poorly during initial playtests. As well as this I was able to expand on my level design, blueprinting, sound design and management skills.​
Journeyman
Castle of The Dead|2020-2020 
 
During Journeyman I helped lead a team of 22 students in creating a vertical slice for an on-rails VR Horror Game. In this role, I was the Lead Level designer. I completed the tutorial level myself and then assisted with the first level and boss room. I also worked closely with the artists to help ensure that the art flowed from room to room. Finally with this being in VR I also spent a good amount of time in this project learning how to work with other members of the team to help optimize assets and gameplay to make sure that the game ran smoothly. â€‹
To see more or discuss possible work let's talk >>
FYP
Final Year Project|2021-2021 
 
For my final year project, I worked on creating a third-person narrative-driven game. For this project, most of my work went into writing the dialogue for the game and constructing a system that would allow players to make choices waiting for that game. As well as this I also spent time on working on more 'cinematic' gameplay elements such s keeping the camera locked in a 'cinematic' position for dialogue scenes.​
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