I'm a designer with over 9 years of hands-on experience in game design, ranging from mobile games to PC and console, including Sony's PlayStation VR headset. I have worked for some of the most exciting and innovative companies in the industry, such as Sony Computer Entertainment and Electronic Arts.
My experience includes user interface/user experience design, gameplay design and systems design. I have worked on multiple AAA projects from conception through to release and beyond, the majority of which have been in the racing genre.
While I excel at implementing work myself, and have considerable experience using both industry-standard and in-house tools to implement and iterate on required designs from conception through to GM, I am also experienced in steering the development of a feature within a small team.
I have a passion for creation; whether that’s taking a UI mock-up in Photoshop and transforming it into a fully navigable and interactive UI page with final art and animation, taking an idea for a scripted sequence of animations from pen and paper and implementing it within the game engine, or tuning gameplay elements to create the optimal player experience; whatever the requirement and whatever the required method, I can think of nothing more satisfying or enjoyable than making something out of nothing.
Work History
UI Technical Artist
Ghost Games
April 2015 - Present
Created and iterated on UI pages using the Frostbite engine’s “FrostEd” tool.
Authored and implemented animations within the UI, based on pre-viz and reference material.
Implemented complex functionality using FrostEd’s “schematics” visual programming language, taking pages from simple wireframes to a fully functional UI with final quality artwork.
Following provided designs, used Adobe Photoshop to create representative mock-ups of UI pages from a User Experience perspective.
UI Technical Artist
Electronic Arts
April 2015 - April 2016
Game Designer
Evolution Studios
April 2007 - April 2015
Designed gameplay mechanics and user interfaces that would utilise the unique experience offered by virtual reality.
Wrote both high and low-level designs for mission scenarios that would utilise new and existing gameplay mechanics, while driving story progression.
Worked closely with programmers to create a scripting toolset that would be used to script mission levels, giving me the power to then turn my mission designs into scripted, fully playable segments of gameplay.
Junior Game Designer
Nephin Games
June 2006 - April 2007
Was heavily involved in the design and development of two games from start to finish (“Nip Tuck: The Cutting Edge” and “Cellular”), as well as the development of numerous other titles in varying stages of completion.