I consider myself a driven and dedicated games designer and pride myself on my adaptability and versatility. Over 3 years level design and agile scrum management experience: releasing a title on PC ‘The Other 99’, numerous prototypes and ‘Game Jam’ games. Experienced in delivering projects with limited resources within small teams and management of seasoned and junior developers on a funded project. Involvement in direct relationship building with publishers, platform holders and consumers. A driving passion for games and excellent team working and people skills, looking to further a career in level design.

Skill Set

• Experienced Unreal Engine 4 developer, taking projects from design through to release quality
• Extensive knowledge of level flow, researching, concepting, blockout, iteration and polish
• Skilled in 2D and 3D software packages, 6 years experience in Photoshop, Maya and Premiere Pro
• Visual scripting experience, collaboration with programming and art teams to deliver projects
• AI system knowledge and design, responsible for end to end delivery of bespoke game systems
• Comprehensive knowledge of project integrated version control and Perforce
• 3 Years Agile Scrum expertise, publisher guided project management and Jira
• Excellent presentation skills, successfully pitching for £200k+ investment and publishing deals

Most Recent Professional Work Experience

Aug 2017 – Present
Designer – Firesprite

Aug 2015 – Present
Level Designer – Burning Arrow Ltd
‘The Other 99’- First Person Action Survival Game; Released on PC

• End to end open-world level design and creation
• Constraint assessment, research, concepting, layout, level blockout, iteration and final polish
• Visual scripting (UE4 Blueprints), creating timed events and logic within the level
• Puzzle design and construction, combining mechanics and environment to stimulate the player
• Integration of gameplay systems into levels, nav mesh and mechanic testing and iteration
• Narrative design, building of small scale and large scale narratives through the environment
• Creation of narrative beats and collectable items to stimulate player exploration
• Integration of audio, particles, lighting systems and animations into the open-world
• Agile management, creation of user stories, sprint planning, milestone reviews, Jira integration
• Presenting at industry events including Gamescom and EGX, managing press and consumers
• Publisher relations management and creation of trailers, posters and other marketing materials

Education and Qualifications

2014-2015 Falmouth University MA Entrepreneurship

  • One of 20 postgraduates selected for the highly competitive ‘Falmouth Launchpad’ games program

2011-2014 Falmouth University BA (Hons) Animation and Visual Effects at 2:1 level


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