About me
Find ME at….
Favourite games
I’m a Technical Level designer, I can code and design / create enjoyable and intuitive levels. I really enjoy creating levels that use scale and interesting architecture to tell a story through the environment.
I can code in C#, C++, python and GDscript in visual studio. I mainly use unreal engine but I have experience in both Unity and GODOT.
My favourite style of development is to create a prototype first and then decide if it works by getting feedback and developing it.
I would love to one day lead a team of passionate developers and create some of my more ambitious games but I also want to help others make their ideas real!
MY Games
Abandoned mine
A small mineshaft level I created in unreal engine as a way to practice my level designing.
It then evolved into a fully playable first person experience!
Falp
A short and simple game I made in unity that was meant to test how I could make something while using very little assets.
It is mainly technical in nature, showcasing some of my C# skills
Zombie FPS
A first person shooter wave survival game that uses AI, sound and a custom shader!
I used a lot of technical skill with unreals blueprint system and user interface designer.
snowbound protocol
A fully playable card game I made to fully showcase my skills using unity and the C# programming language.
Also shows how I use scriptable objects to store the data for the cards!
Splat Manor
Gamejam game I worked on as lead level designer, I created 3 top down levels set inside a haunted mansion that the player had broken into.
Shows my level design skill flexibility!
Division 2 Level
This is a level that I created as a part of a brief given to me by Ubisoft to create a DLC expansion for the Division 2
Lots of level design skills was used for this one!
cat crusader
My only GODOT project so far that uses the 3D template.
Showcases my skill with GD script and working with new tools to design a level using plugins.
death watch
A super technical project i worked on in college that displays my skills using C# and drawing pixel art in Photoshop.
Despite this still being a prototype, its in a functional and playable state.
Unreal Engine Games
Abandoned Mine:
This is a short experience I made in unreal engine to showcase some of my skills with level design.
I used unreals niagra system to create the rain particle effect
I used a water plugin to create the lake below the ruins
This scene took inspiration from Demon souls swamp of sorrow level.
I used asset packs from FAB to make the level look more professional.
FPS Zombie Survival:
Personal Project
This is a full game that I created completely from scratch in unreal engine, with a start and end.
It includes a short tutorial area and a larger open map of a hospital that the player has to progress to unlock more of.
I created simple AI for the zombies and a scoring / money system that increases based on how many you kill.
The core gameplay loop involves waves of zombies spawning, increasing by 1 each time you are successful.
Also includes a main menu and game completion screen.
University Project
Division 2 DLC Level:
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I was tasked with creating a short level by Ubisoft reflections as part of a hypothetical DLC for the game The Division 2.
For this project I used a lot of FAB and custom made assets to populate a level that would facilitate a main mission level for the DLC campaign.
I used proper planning and created top down plans for my level which I got feedback on and adjusted according throughout development.
I learned a lot about scope and player behaviours while working on this, using level design tricks throughout.
University Project
Unity Games
Falp:
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This is a short “rage game” I created to get refamiliarised with the unity game engine.
Its a 2D automatic side scroller similar to flappy bird or geometry dash.
I created a few simple obstacles, like spikes, for the player to avoid while trying to make their way to the end of the level.
There are 3 levels and a main menu screen.
I purposely did not focus on making the game look pretty, to show how I can work with very simple shapes and mechanics to still make an engaging experience.
University Project
Snowbound Protocol:
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A card game where you have to play against a killer AI in order to survive and escape before the facility your in self destructs.
This was a challenge I set for myself to create a different style of game that wasn’t just a typical 1st or 3rd person experience.
I used scriptable objects to assign the values to each of the cards and a game manager script that controls when each player should have their turn.
The game detects when two cards are opposing each other, dealing damage to each other as well as when their is nothing opposing a card, dealing damage to the player or AI.
This game has a main menu, win/lose screens and uses unitys particle system for the outside blizzard.
University Project
Godot Games
Kitty Crusader:
This was my first project using GODOT 3D, its a short story game about a cat knight trying to save a small village from an evil castle on a mountain.
My main focus while creating this game was to learn as much as I could about the GODOT engine and how it worked in comparison to unreal or unity.
I created dialogue boxes and objectives for the player to complete, along with a fully 3D castle and village.
I also used a terrain plugin to create the surrounding fields, trees, paths and the mountain itself.
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University Project
Game Jams
Dink devs game jam 2025
Development Role: Programmer
This was the first time I took part in a GameJam and I was a part of a 6 person team who were also new to GameJams. I and one other person were assigned the role of programmer, meaning we would be working in unreal engine 5s blueprint system.
Ultimately, this project never saw the light of day due to time and scope restrictions limiting what we could achieve before the deadline of the GameJam (which was 3 days). Also my other programmer got sick on the second day, leaving me to try and complete both his code and mine.
Despite this, I believe it was a really good experience for me as it helped to develop my teamwork and problem solving skills.
This gave me a better understanding of what to do and not do while working with a team on a strict deadline.
Global Gamejam 2026
Development Role: Level Designer
For this GameJam, I was a part of a team of 4 working as the level designer. The game idea was a top-down shooter puzzle game, so I began by designing a level that could accommodate this style of gameplay.
I started by creating a small section of the map and having my teammates take a look and give feedback on it. The feedback I received was positive so I created the first and second levels on the second day and the third final level on the final day.
I really enjoyed working on this GameJam as it felt much more organised and easy to work on after my last experience. I was able to do what I believe I’m best at and learned lots about level design and the tricks that can be used to improve upon it.
The game is complete and playable and available to download on itch.io!
Prototypes
Death Watch:
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This is a project I created for my college course on computer science, its a top-down rouge like shooter made in unity.
I used a course I purchased online to help me program some of the more complex systems, for example: the random room generation and the spawning of enemies.
Everything in this game is made using C# scripts I wrote and the character and spawn room assets were made by me in Photoshop.
This game was unfortunately never finished as it was more of a learning experience than an attempt to make a full game that was my own, however it introduced me to game development and many of the skills I know in unity come from working on this prototype.
College Project
Unreal Landscape:
A landscape I created in unreal engine 5 while I was learning about how to use the unreal landscaping tools.
I created a mountain range using a height map of a real place and then painted it over with grass, stone, dirt and snow.
I then learned about painting meshes such as trees or grass to create forests. I also used splines to create rivers and roads.
Water flowing and proper usage of sound effects were also some of the skills I developed while working on this small level.
I made this so that I would have a better understanding of how massive open world games create their environments and the ways that some games make outside areas look so realistic.
I now have a good understanding of using landscape tools, which will be a useful skill to have in future projects.
Personal Project
Roblox Game:
This was a small project between me and some friends, we were attempting to create a typical Roblox parkour obey based in Darlington.
Despite this being a very casual side project, it did teach me a few things about level design, user interfaces and was my first introduction to the programming language LUA.
This “experience” is currently not playable but if I want to try learn more LUA and feel like working on this game again, it may be in the future!
Personal Project