Relevant Experience
Unreal Blueprints | Unity C# | Godot GDScript | Grafana | Machinations | Jira | Excel
Wardogs – Bulkhead (2021–2025)
100 player vehicular FPS | PC/Console | 100+ person team
Design
Meta retention systems, features, class roles and social systems.
Game economy and reward system and oversaw the implementation of 500+ reward scenarios used in daily playtests of 80+ players.
Event analytics system and used json database querying to create usable data to inform balancing and design changes.
Gameplay-item archetype framework used by other designers to design gameplay items, increasing proposal speed and ux-mechanic consistency.
Input-buffer system and interaction matrix used on the project by multiple departments to define input order priorities for thousands of player action combinations.
Production
Onboarded co-dev teams working on features and oversaw their progress, focusing on creating agency and collaboration.
Created presentation slides on the game loop and meta for publisher presentations.
Testing
Organised and ran internal focus groups during playtests to collect ux feedback on playstyles and proposed actionable changes.
Transformers: Reactivate – Splash Damage (2020–2021)
Remote co-dev designer | 4 Player 3rd-person combat game | PC/Console | ~200 person team
Design
Character stats, damage and defensive systems to create more engaging gameplay and combat depth that scaled with new content.
Character, weapon and ability modification system, focused on improving player progression and player-skill demographics representation.
BPM: Bullets Per Minute - Awe Interactive (2020)
Consultant | Roguelike rhythmic first-person shooter
Gave the final pass gameplay and UI feedback and proposed the auto-rhythm system, these changes were credited by the game director for the positive launch reception.
Other Projects – Bulkhead (2018–2022)
Primary designer on several unannounced projects including an original IP for Square Enix.
QA / Design feedback on Promod, Battalion, Battalion Legacy and created levels for Killrun.
Additional
Interviewing Skills
Experience with interviewing designers and completed an interviewing training seminar.
Focuses on understanding candidates' cultural fit, design philosophies and problem solving.
Designer Mentorship
Provided mentorship and training for other designers and tutored a junior level designer during their personal-development-plan to become a junior games designer.
Researched 4-day work week - Bulkhead
Worked with the CEO to investigate the viability of a four-day work week, performed research, issued a company wide questionnaire and held focus-group interviews.
Tranzfuser Competition (2017)
Participated in the Tranzfuser program by UK Games Fund and demoed a pre-alpha build at EGX-2017.
Players came back multiple times across different days to replay it.
Game Dev Heroes Nominee (2024)
Anonymously nominated for the Brighton Game Dev Heroes 2024 awards and was a finalist.
University Game Design Teaching Assistant (2017)
Teaching assistant for second and final year university students on game design theory modules at the University of Huddersfield.
Assisted with coursework and ran workshops on design theory.
Organization
Experience with running daily standups and was scrum master for the design and UI departments.
Created test plans for QA to verify reward systems.
Ran the boardgame society at Bulkhead with a quarterly spending budget.
Ran a bouldering club and introduced several people to climbing.
Run social deduction and boardgames at public events.
Run an online movie club since lockdown with over 150+ movies watched together.
Hobbies
Bouldering, hiking, yoga
Boardgames, DnD, Clocktower
Gigs, events, travelling
Education
2017 - 2018 PhD in Computer Science and Informatics | Studying social dynamics in games | Self-Suspended
2012 - 2016 BA (Hons) in Computer Games Design | First Class Degree