PROFESSIONAL WORK
Free Radical Design
d3t
Timesplitters
King of Meat
AAA Sci-Fi RPG
2023
2024
2025
Present



Technical/Level Designer
Level Designer
Quest/Level Designer

COOPERATIVE SHOOTER
PROJECT SUMMARY
Working on the next Timesplitters game under Steve Ellis and David Doak. I started my professional career as a generalist designer. On this Unreal 5 project I was responsible for a variety of content and was primarily a technical designer until I transitioned to a level designer when the project direction pivoted. Parts of this project are in the public domain.

On Site
LEVEL DESIGN
On this project, I was responsible for:
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A special arcade game-mode 
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An entire mission (ruins level) 
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A western mission (collaborating with other designers) 
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Making sure other levels played well and adjusting spaces based on playtest feedback 
Skills involved:
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Collaborating with other departments (Art, VFX, Audio, Design) 
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Writing documentation for levels 
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Adhering to metrics 
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Taking levels from blank to prototype and functional 
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Working with AI and setting up combat encounters 
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Iterating on white-box regularly 
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Pacing and flow, cutscenes and storytelling 

Level Design
TECHNICAL DESIGN
On this project, I was responsible for:
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Creating various environmental objects. 
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Prototyping game-modes 
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Prototyping AI behaviours using state trees 
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Prototyping various world gameplay objects 
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Prototyping items and abilities 
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Using replication and scripting for multiplayer 
Skills Involved:
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Working with GAS (Gameplay Ability Systems) 
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Scripting prototype versions of objects using blueprints - 
Inheritance 
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Parameters 
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Communicating between objects 
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Replication 
 
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Working with engineers/VFX teams to optimise gameplay objects 
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Writing technical documentation and design documentation for features 

Technical Design



Screenshots from co-workers portfolios of some of the levels I worked on

1–4 PLAYER ACTION PLATFORMER
PROJECT SUMMARY
Working on King Of Meat with Glowmade. I was a level designer working as part of the internal team creating dungeons for the game. I made around 14 individual levels and worked on improving others. Work on this project consisted of a proprietary engine. King of Meat releases on October 7th.

Hybrid
LEVEL DESIGN
On this project, I was responsible for:
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14+ individual levels - 
I was responsible for creating each level with a unique visual and mechanical theme. 
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Puzzles/Combat/Platforming based levels 
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Creation of levels included lots of playtesting and iteration 
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Visually responsible for the levels with set dressing and basic lighting etc. 
 
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Skills involved:
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Used a Nintendo-like gameplay structure (Kishōtenketsu) to ensure levels were well paced and fun 
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Teaching players the thematic level mechanics effectively 
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Enabling Co-Operative gameplay 
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Creatively mixing gameplay systems to create unique and fun mechanics within the game thus creating fun themes for levels. 
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Puzzle Design 
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Combat Design 
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Creating for various difficulties 
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Taking levels from prototype all the way to presentable 
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Dungeon Design 
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Implementing everything using an in-house editor and tools. 

Level Design

Combat Design
COMBAT AND PUZZLE DESIGN
On this project, I was responsible for:
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Combat in my levels - 
Wave based combat 
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Boss fights 
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Unique combat encounters 
 
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Inventing unique puzzles 
Skills Involved:
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Using puzzle design to make sure puzzles met intended difficulty - 
Working memory and teaching the player puzzle mechanics 
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Gradually increasing difficulty of puzzles 
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Mixing unique mechanics to create puzzles that were interesting and fun 
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Understanding types of puzzle gameplay 
 
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Scaling combat difficulty based on players 
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Creating well-paced and fun combat encounters that met a specific brief and theme 
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Using the environment and mixing combat with puzzles 
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Creating engaging boss fights with available mechanics. 
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Using game systems to make outside-the-box encounters which increased the amount of unique levels 

Puzzle Design



Screenshots from the game
AAA Sci-Fi RPG
SINGLE PLAYER RPG
PROJECT SUMMARY
Working under a few world class developers responsible for arguably, some of the most critically acclaimed RPG classics. I helped create a spiritual successor to a beloved and majorly influential RPG. I was working on this project as a level designer and was a part of various areas of the game. Although contracted as a level designer, my work encompassed all aspects of RPG design. I'm very proud of my work here. This project is announced and, much of it is public domain. However, due to NDA I will be talking broadly about the project.

Remote
LEVEL DESIGN
On this project, I was responsible for:
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Prototyping of the beginning of the game 
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Implementing extensions to areas and levels for the cinematics and worldbuilding team 
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Improving and helping deliver a side mission which eventually turned into a main mission 
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Working on a smaller outer-rim style city/village hub main mission. I was responsible for taking the level from prototype to a full white-box and worked with the art team to take white-box into a full art version. - 
I was the main designer in editor who white-boxed most of the level. 
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Working with my lead we took the level from an empty level to an immersive believable, city space which made sense contextually and evoked the sci-fi awesomeness of a world class RPG 
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Populated this large level with ambient content and dialogue, various side quests and implemented the main mission beats. 
 
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Worked on the main hub for the game, specifically implementing side quests that involved combat 
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Writing documentation for levels. 
Skills involved:
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White-boxing a huge space based off only a few pieces of concept art initially. 
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Level pacing, teaching the player basic mechanics of the game 
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Salience/Attention and successfully designing spaces that were readable. 
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Creating and designing contextual, believable spaces part of a larger RPG world. 
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Working in a huge 300- 400 person Unreal 5 project. 
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Working with very specific metrics 
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Taking levels from prototype to functional and presentable 
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Working with tools which weren't fully complete yet 
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Working in a time-zone difference with the client 
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World partition and data layers, working to make sure levels were optimised for loading 

Level Design

Combat Design

Quest Design
COMBAT, QUEST AND TECHNICAL DESIGN
On this project, I was responsible for:
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Various areas of the project that needed help, such as bugfixes and feedback for levels 
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Combat encounters during the start of the game, for side quests and for a main mission 
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Using UE5 tools to setup light-weight AI, NPC characters and ambient characters. 
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Setting up quests, quest tags, global variables, conversation files, choices, choice consequences, quest rewards, conditional dialogue, conversation animations and set pieces 
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Setting up puzzles for quests, bread crumbing/guiding the player, giving feedback to the player, using objective markers etc 
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Implementing checkpoints and setting up saves for testing and for the game flow 
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Setting up world building objects, such as discoverable objects and collectables 
Skills Involved:
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Designing quests from scratch, using interesting non-combat mechanics and storytelling to populate the world with interesting content. 
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Writing temporary dialogue for writers. 
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Pacing combat and making sure combat encounters were adequate in difficulty and flowed well 
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Keeping up to date and learning all the lore and important choice-dependant outcomes of the game and applying it.