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About 

About

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Welcome to my page, I am a solo game designer , who has previously completed in a small team with Mutiny/Comet Games. Before my stint with Mutiny/Comet games I completed a Diploma and Advanced diploma studying through AIE in Adelaide. I utilise my knowledge of user friendly systems with emphasis on attention to detail and lived in environments. I am fuelled by my passion and determined to refine aspects of my skills. I am always hungry to learn new skills and improve on my abilities.

Current Skills

 

  • Unity Game engine 

  • Unity packages Cinema-machine and Fungus 

  • C# scripting skills

  • Adventure Creator 3rd party software

  • Pixel Crushers Dialogue System

  • Unreal engine

  • Blueprint visual scripting

  • Maya and Blender 3D modelling 

  • Use of adventure game studio

  • Built to PlayStation 4 

  • Built to Oculus Go 

  • Work experience in a professional environment 

  • Understanding of Unity's new input system 

What you will find on this website

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The following website has projects created over the last four years. "Disconnect", Woolpack Inn" "Wondercade Arcade", "Nalu's Adventures" and 

"Office tossing" and "Alienated".

 

[All projects apart from "Disconnect" and "Alienated" Were Completed in a team] 

Disconnect

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About

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Disconnect is a personal project, I have begun creating Disconnect in my own time. Disconnect aims to blend the aesthetics of classic music posters with responsive engaging and level design. The game will incorporate mazes as its core level design feature with a mini-game rewarding and challenging the player for their efforts. After the player has surpassed these sections, they will be introduced to a story segment before moving onto the next level.

Design goals 

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  • An engrossing story 

  • A charismatic world and character

  • Challenging level design through its maze elements 

  • Increasingly hard puzzlers

  • Reward for challenges through its story elements

  • An engaging  inventory system

  • No cut-scenes instead allowing players to have direct interaction with story segments

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Future development

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The game aims to released in 2024, All facets of the project to be developed as a solo-project with no external help, excluding QA testing and feedback.

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Woolpack Inn

About 

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The Woolpack Inn is an Adventure/Visual Novel/Medical game. A game that helps the diagnosis of participants that may be suffering from underlying health conditions as a not intrusive way of testing. 

Design Goals

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  • An engaging user interface that is user friendly whilst allowing the possibility to test participants

  • Gameplay can run on a range of mobile devices smoothly 

  • An engrossing story that appeals to our target demographic

  • A Steampunk theme

  • Rewarding gameplay through attention to the core concepts present by the characters.

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Responsibilities

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  • Becoming familiar with Adventure Creator and Pixel Crusher's Dialogue system to create user friendly interactions with fundamental UI Displays

  • Working in a team to acquire the SAFC grant

  • Testing on a range of devices to see possible performance enhancements can be made

  • Integrating systems such as lip syncing, inventory menus and options menus

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WonderCade Arcade 

Built for PlayStation4 and PC

About 

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WonderCade Arcade was a management simulator game made in a small team, you play as an arcade manager and control the necessities  of the arcade. This game was created in 16 weeks. 

Responsibilities

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  1. UI Design

  2. Cut-scene Design

  3. Sound implementation

  4. Some Programming sections

  5. Creation of some 2D art assets

  6. Bug testing

  7. Algorithm and balancing

  8. Design concepts  

  9. creating game-play footage for trailer

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Design Goals

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  • Built for the PlayStation 4

  • A balanced game economy

  • Intuitive UI

  • Introductory tutorial that guides the player

  • An introductory cut-scene

  • A sense of progression for careful planning

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Trailer

 

This is a trailer that incorporates both live action and game-play (I don't appear in live action sections)

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Office Tossing

About

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Office tossing was a 3 week project that primarily involved the designers and programmers.

The game involved throwing office supplies into other cubicles, the game employed to be a comedy and take the funnest parts of Job Simulator and focus and extend on those sections exclusively.

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Development was on VR for the Oculus Go. VR is something I enjoyed an area I am continuously devolving the necessary skills.

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With so much possibility in the VR market and the special design fundamentals, that are inherent with these types of titles. VR development is something I would want to be a part of, in a future project. 

Design Goals

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  • Funny

  • Responsive

  • Engaging a sense of urgency and a desire to gain high scores

  • Similar aesthetics as "Job Simulator"

 

Responsibilities 

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  1. Implementation of art assets

  2. Creation of the boss animation

  3. Art prototypes

  4. Introducing other members to source control

  5. Design elements

  6. Level Design

  7. Feedback loops 

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Nalu's Adventures

About

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Nalu's Adventures was a six-week project made in a small team. Similar to other titles in the Twin-stick shooter genre. the game aimed to family-friendly yet challenging and engaging to all players, with a sense of easy to play hard to master difficulty.

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Responsibilities 

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  1. Cut-scene components

  2. Level Design

  3. Design initiation of the wave mode

  4. UI design 

  5. prototyping attack shots

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Design goals

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  • Family friendly 

  • Easy to pick and play 

  • Charming personality 

  • Interesting level design
     

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Alienated

About

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Alienated was a 3 week narrative design solo project. I focused on the creation of a unique world, with little touches to make the world feel alive.

 

To create a unique sense of tone I added elements such as such as a child alien, who plays a basketball like game. I didn't want these sort of sections to feel to out of place but be just slightly of to create an distorted reality.

Design Goals

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  • A unique world 

  • A sense of Sci-fi suspense 

  • a lived in world 

  • The feeling of a character in a disposition

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Whats different about alienated

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Alienated was a game which i aimed to have a surreal feel, to create a feeling of surreal tension. When playing Alienated The player feels as unaware as the player character.

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