Portfolio
Skills:
- Holistic game design
- Games writing (dialogue, worldbuilding, pastiche)
- Narrative design
- Cinematic design
- 2D/3D level design
- UI/UX design
- QA testing/debugging
- Small team leadership
Tools:
- Web engines, HTML + JS
- UE4/5 + Blueprints
- Unity + C#
- Visual scripting
- Figma
- Adobe suite
Generalist game dev focusing on narrative-driven experiences. Worked
on
over
fifteen
projects
as
a
solo-dev,
one published on Steam, and several commercial studio projects.
I am currently open to game studio work, freelancing, consultancy, and pitching to publishers. I'm also open to discussing opportunities in guest lecturing and teaching, as well as Masters + PhD research funding.
Games
Directive 8020
Supermassive Games
Game Designer
Responsibilities:
- Cinematic design
- Asset implementation
- 3D Level design
- Puzzle design
- Mechanics prototyping & pitching
- Encounter design & AI scripting
- Whiteboxing
- Maintaining documentation
Tools & Skills:
- UE4/5 + Blueprints
- Jira
- Console + PC development
- Inter-discipline communication & briefing
- Bespoke visual scripting
- Rapid iteration
- Complex narrative systems
- Design review and feedback
- Team coordination
Content NDA.
Responsibilities:
- Director
- Writer + narrative designer
- General designer
- UI designer
- Programmer + scripter
- Producer
- QA tester
Tools & Skills:
- Electron + HTML + Node.js
- Bespoke scripting languages
- Semi-linear narrative systems
- Non-blocking dialogue choices
- Engine modification
- UI programming
- Steam distribution
- Team leadership
- Project management
A semi-linear romance/thriller visual novel, telling the story of a queer love triangle between three terrible men, dealing with themes of police brutality, poverty, and imbalances of power in relationships reflective of society at large.
Featured in Indiepocalypse #34.
Chapter one playable online.
Responsibilities:
- Writer + narrative designer
- General designer
- UX/UI designer
- Scripter
- Foley designer
- QA tester
Tools & Skills:
- inkrunner + HTML + JS
- Ink
- Branching narrative
- High-fidelity choices
- Graphic design
A semi-autobiographical interactive fiction piece, intending to be a snapshot of intersections of online and offline queer culture in the year 2024. The game is built around affecting a very select group of people in a very select way. Content warnings recommended.
Ranked #11 in IFComp 2024, and winner of the Banana of Discord.
Interactive Fiction
Responsibilities:
- Director
- Writer + narrative designer
- General designer
- Visual/UI designer
- Programmer + scripter
- Producer
- QA tester
Tools & Skills:
- Videotome Super + HTML + JS
- Branching narrative systems
- Bespoke scripting languages
- Thematic narrative structure
- Non-blocking dialogue choices
- Engine modification
A branching sci-fi/psychological-horror experience using real-world dice, which progresses the player through a test based on how truthfully they report their rolls, dealing with themes of unchecked technological advancements of AI, how to quantify humanity, and the relationship between physical and digital mediums.
Narrative branching viewable online.
Responsibilities:
- Writer + narrative designer
- General designer
- UX/UI designer
- Scripter
- Foley designer
- QA tester
Tools & Skills:
- Videotome Super + HTML + JS
- Branching narrative systems
- Bespoke scripting languages
- Thematic narrative structure
- Non-blocking dialogue choices
- Engine modification
A low-fantasy visual novel following the player character waking up during their own funeral, to find they are being venerated as a "Saint", dealing with themes of autonomy of the dead, myth and its relation to historical fact, and the place of religion in society.
AEOTS's primary mechanic is built around the idea of action and inaction. Depending on how much the player acts, the only choice given, this determines which ending they get. The game's story, particularly its overarching themes, are deeply embedded with this idea of action vs. inaction, as the player character becomes more of a defined character rather than a self-insert the more they act, making the narrative design and the story intrinsically linked to each other.
Responsibilities:
- Writer + narrative designer
- General designer
- UX/UI designer
- Scripter
- Foley designer
- QA tester
Tools & Skills:
- Videotome Super + HTML + JS
- Semi-linear narrative systems
- Bespoke scripting languages
- Non-blocking dialogue choices
- Low-spec cinematics
- Engine modification
A hyper-violent/psychological-thriller visual novel following someone discovering they're immortal, and immediately being put under government employment and surveillance, dealing with themes of grief, fears around death and/or living forever, and being thrust into a community you share an inherent common trait with, while not truly connecting with them. Content warnings recommended.
Responsibilities:
- Writer + narrative designer
- General designer
- UX/UI designer
- Scripter
- Foley designer
- QA tester
Tools & Skills:
- Videotome Super + HTML + JS
- Branching narrative
- Bespoke scripting languages
- Non-blocking dialogue choices
A psychological-horror visual novel, following someone going through the same Christmas motions at the Manchester Arndale, slowly dissolving into the mundane and mystic terror of being British in the 2020s, based on the book of the same name.
Featured at the 2023 WASDLive Curios selection.
System breakdown readable online.
Responsibilities:
- Writer + narrative designer
- General designer
- QA tester
Tools & Skills:
- TextureWriter + JS
- Linear narrative systems
- Engine modification
- Thematic narrative structure
A motion-driven interactive fiction piece about someone getting nose bleeds as a metaphor for neurodivergent experiences, and how neurotypical society reacts to it.
Ranked #27 in IFComp 2022.
Tools + Mods
Super Videotome (Modded!)
Developer
Responsibilities:
- Feature programmer
- UI/UX designer
- Scripter
- QA tester
Tools & Skills:
- HTML + JS
- Engine modification
- Save/load systems
- Asset management
- Branching narrative systems
- Prototyping
- Bug fixing
A branch of the Super Videotome engine fixing bugs and extending current features, including new developer tags, asset loading screens, video support, save/load features, and building a better developer and user experience.
Videotome:ADV (Modded!)
Co-developer
Responsibilities:
- Feature programmer
- Scripter
- QA tester
Tools & Skills:
- HTML + JS
- Engine modification
- Linear narrative systems
- Prototyping
- Bug fixing
A branch of the Videotome:ADV engine adding new functionally and extending current features, originally built for the Steam release of Quinn & Flynn, modified for general use for other developers.
Samples + Design Docs
A paper design of a 4 scenario-long campaign for Age of Empires 2, focusing on narrative. This was an exercise in looking into how to represent historical events through mechanics present in AoE2, and how they can further the story of the campaign itself beyond recreating historical battles 1-to-1.
A first-round paper pitch of a level redesign from the PS2 arcade flight simulator Sky Odyssey, including a breakdown of the original level, and a redesign trying to hit the same beats and tone as the original, following modern game design practices. An exercise in trying to look objectively at a game I have an immense amount of nostalgia and love for.
Games dialogue sample from Chapter Three of Quinn & Flynn.
Games prose/dialogue sample from Act 2 of LATEX, LEATHER, LIPSTICK, LOVE, LUST.
Top
Games
Interactive Fiction
Tools + Mods
Samples + Docs