About Me
I’m a 34-year-old Generalist Game Designer with over 12 years of experience in the games industry, spanning from indie mobile titles to large-scale AAA franchises. I hold a BA (Hons) in Games Design from UCLan and began my career in QA at Sony Entertainment Europe, where I helped ship 14 first-party titles, including LittleBigPlanet 2 and 3, and Horizon Zero Dawn.
From 2016 to 2019, I co-founded and led PolyInteractive Games (a small independent studio based in Liverpool). We released three mobile games across varied genres, from the RTS-driven Rise of Faction: Sparta to the rhythm-based endless runner Colorfall and the educational kids’ game Poploons. While we ultimately closed due to financial constraints, the experience sharpened my ability to wear multiple design hats, balance creativity with scope, and lead small teams through the production process.
Since joining d3t, I’ve worked as a Game Designer on four unannounced AAA titles. My work has included combat ability design, AI behaviors (including sensory systems and smart object interaction), weapon and system balancing, Character locomotion, and early-stage level and core loop development.
I’m deeply passionate about exploring all aspects of game development — from systems and AI to narrative and UX — and continually strive to expand my knowledge across disciplines. My long-term goal is to apply this holistic understanding of design and development toward a future role as a Game Director, where I can help shape and lead meaningful, innovative player experiences.
Software:
Adobe Photoshop.
Adobe Illustrator.
Adobe Premiere Pro.
Adobe XD.
Figma.
Miro.
Atlassian Confluence.
Atlassian Jira.
Perforce.
Microsoft Excel
Microsoft Word
Microsoft PowerPoint
Blender
Skills
Engines:
Unity Engine.
Unreal Engine.
Godot Engine.
Design Skills/ Capabilities:
Design Documenting.
Idea iteration.
Pitch Creation/ Presentation.
Character Design/ 3Cs. (Look/ Feel/ Sound)
Character Locomotion. (Animation/ Movement/ Feel)
Boss Design..(Look/ Feel/ Sound)
MoB Design. (Look/ Feel/ Sound)
Level Design. (PoI, Flow, Vistas)
Rigging/ Weight Painting/ Animating.
Setting up Character BlendSpaces/ Animation Blueprints.
Creating Smart Objects and how they’re interacted with.
NPC Behaviour Trees (Sight/ Sound/ Feel reactions)/ Patrol Routes)
Weapon Design/ Loot systems.
Team Leading (Deep understanding of each discipline and how to approach)
Player Experience UX Design (Understanding Player Psychology)