Technical Designer · Warrington
Technical designer — systems, mechanics, multiplayer. From prototype to shipped product.
Shipped
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Responsible for a broad range of technical design — props and interactables, full tech design pass on The Office DLC level, and the shield puzzle mechanics for the final boss. All built with replication and networking in mind given the game's co-op nature.
Projects
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VR climbing and exploration game — MA final project. Players scale a mountain to explore ancient ruins. Built a modular, expandable climbing system and refined it heavily through playtesting. VR taught me a lot about presence, scale, and how differently players behave when they're actually in it.
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Online multiplayer exploring whether games can model infectious disease spread. Looked at player-driven infection and how environmental complexity changes rates. Designed to export data for analysis. My first multiplayer project — where I actually learned the client/server model.
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Twin-stick bullet hell built in a week. Players fight enemies across two simultaneous dualities at once. Still a concept I want to take further — the mechanical tension between the two planes felt genuinely interesting.
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Asymmetric multiplayer horror FPS built over lockdown. A squad of mercs completing objectives while being hunted. I handled core gameplay, multiplayer systems, and Steam integration.
Online text-based social deduction — Carps catching the Catfish in a group conversation. Nominated for Best 2D Art, won Community's Pick Best Overall at Game Parade 2020. Led the project, network architecture, and visual direction with the team.
PlayExperimental VR about depression and human connection. Deliberately cramped and claustrophobic — the player tries to rebuild connections and piece together events leading to the phone box. I designed and programmed the phone systems.
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Players sentence characters in an increasingly totalitarian state. The point was active complicity through mundane actions. Responsible for the design plus random character generation and time passage systems.
PlayEscape-room puzzle about domestic abuse, made for Global Game Jam. Theme: "What does home mean to you?" Led end-to-end — concept, gameplay, visual design, programming. About demonstrating why having a home isn't always a good thing.
PlayAbout
Technical Designer at 10:10 Games, where I worked on Funko Fusion from development through to release — gameplay systems, technical implementation in Unreal Engine, DLC level design, boss mechanics.
BSc in Computer Games Technology from Manchester Metropolitan University, MA in Game Design from University of the Arts London. The through-line is systems thinking — design and engineering overlapping, not in opposition.
Outside of professional work I'm building a geopolitical PMC management-strategy game in Unity, and I keep coming back to Deus Ex, Shadow of the Colossus, SimCity 4, and X-Com as reference points for what design can actually do.