- Lead Designer on 'Fall Guys: Ultimate Knockout'
- Senior Designer on 'Fall Guys: Ultimate Knockout', the colourful, slapstick online 100 player round based gameshow for PC and PS4, due for release in early 2020
- Lead Designer on Square Enix published Free to Play Tactical RPG 'Heavenstrike Rivals' (iOS and Android)
- Senior Designer on Gears Pop! - a mobile game based on the Gears of War series, in collaboration with Funko Pop!
- Senior Designer on 5 other Digital and Mobile titles on Steam, Windows, iOS/Android and Console - including:
∙ Fable Fortune (Collectable Card Game set in the Fable universe)
∙ Secrets and Treasure (Puzzle)
∙ Point Blank (Arcade)
∙ Unnamed Tactical RPG
∙ Unnamed Tactical Action Strategy
- Gameplay/Mechanics/UI Features and Systems Design
- Content creation (Gamefuel, Unity)
- 2 years of Live Ops experience including Scheduling, Monetisation Strategies, Community/Fan Interaction, Interpreting Analytics
- Pitching
Curve Studios
October 2011 - March 2013
Senior Games Designer
Attractive Games
August 2010 - December 2010
Croydon, United Kingdom
The Gameplay Designer on Mr Bean: Out of Control, an endless runner style game for iOS and Android.
- Devised gameplay rules and scoring system, researching similar styles of game for reference.
- Liased closely with Art and Code to ensure implementation of design went smoothly, ironing out any issues
In addition:
-Gameplay design for working XBLA prototype
-Pitchwork for 3DS title
Mission Designer
-Ownership of and designed 15 of the game's 60+ missions during Alpha development
-Created enjoyable car chase missions for the player. A real focus on excitement and adrenaline.
-Devised layouts and events of missions, working with scripters.
-Tweaking and balancing of missions once implemented in-game. Feedback/peer review iteration based.
Gameplay Designer
-Formulated several aspects of gameplay and systems including: Special Driving Abilities, Rumble/Motion and Damage
-Contributed to wider design elements including flow and difficulty balancing
Games Designer
Coyote/Attractive Games
September 2007 - December 2009
Croydon, United Kingdom
At Coyote Console (which later became Attractive Games), I worked as a Games Designer for a number of budget family orientated Wii and PS2 games:
- Pizza Delivery Boy - Open world driving game with race and stunt missions. Designed 20+ missions and the layouts for the 3 towns using the in-house 3D editor.
- Wonderworld 2: Designed a series of arcade mini-games utilising motion control.
- Agent Hugo: Hula Holiday - 3D platformer. Entity placement using the in-house editor, balancing of enemies and pickups
In additon:
Pitch/concept work
Games Designer
Climax London
June 2007 - August 2007
I was a designer on a Nintendo DS licensed racing game. I was responsible for designing 6 tracks across 2 different environments, from paper layout using the 'Daytona Process' to construction in Maya 7, which I learned on-the-job. I researched track layouts in Formula 1 and other Motorsports. I playtested my tracks to hone the balancing and fun factor, and working closely with Artists in polishing the environments to a high standard. I worked to tight milestone deadlines and received very favourable feedback on my track designs from playtesters.
Junior Level Designer
Headstrong Games
July 2006 - April 2007
While at Headstrong (then known as Kuju London) I worked on 'Knight Wars' for the Nintendo Wii, which began as a prototype and eventually became 'Lord of the Rings: Aragorn's Quest'. I had design ownership of several levels, and was responsible for their creation from documentation to realisation using in-house editors. This also included scripting gameplay events, AI behaviour and cutscenes using the LUA scripting language. My levels were subject to regular reviews, during which I would receive feedback that I would act on to improve the gameplay and balancing of my levels.
I was also responsible for contributing a section to the GDD and worked closely with my fellow designers, as well as artists, animators and coders.
QA Tester
Rocksteady Studios
October 2005 - March 2006
London, United Kingdom
I tested Urban Chaos for Xbox and PS2, working closely with the dev team, organising multiplayer tests and regressing resolved bugs coming in from the publisher.
QA Tester
Kuju
April 2005 - August 2005
I was a tester on Battalion Wars for the Gamecube, finding and regressing bugs from Alpha to Goldmaster submission.
Games Tester
Giant Entertainment
November 2004 - March 2005
I was a tester for Lego Star Wars on the PS2 and PC builds. Gave design feedback and regressed bugs on weekly builds of the game.
QA Technician
Elixir Studios
April 2004 - August 2004
My first industry job was as a tester for Evil Genius on the PC.