MY PORTFOLIO
01
Casual Mobile Action -Adventure


Kwalee
Junior Game Designer
Derailed is a casual action-adventure mobile game set in a post-apocalyptic world where players explore tile-based environments, harvest resources to progress a linear questline, interact with unique characters for mechanics like crafting and trading.
What I dId:
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Drove development during spirnts from ideation to execution.
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Detailed and presented comprehensive Game Design Documents (GDDs) for multiple sprints, used by different departments.
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Every level in this game, I have either designed from the ground up or updated.
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Developed a complete live operations event, with levels, narrative, questline, and monetization features
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Used Figma to create visual mock-ups to deliver feature ideas.
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Guided strategic direction through competitor research and team brainstorms.
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Executed design implementation using Unity, facilitating a seamless workflow and open communication channel with the programming team.
02
Match 3


Kwalee x Infinity Games
Junior Game Designer
Pack & Match is an endless-level Match 3 game featuring a distinctive art style, where players complete character-specific objectives for rewards as they progress.
What I did
I created an approved feature presentation for this game that was not implemented because the partnership between Kwalee and Infinity Games abruptly ended due to financial difficulties.
03
Party Couch Play

Dragon Scale Studio (Student)
Lead Level Designer and Narrative Designer
Set sail is a pirate party couch play game inspired by games like Overcooked and Sea of Thieves.
Design Goals/Aims:
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Create a Fun party game that lets player live their pirate fantasy.
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Design levels to cater for 4 players and reinforce gameplay without hindering key aspects like Exploration and communication.
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Make each level feel unique and different, whilst keeping the main pillars of gameplay present.
Learning Outcomes:
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Learnt how to create a dynamic level which delivers on making communication a vital characteristic.
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Gained valuable experience in creating levels designed around multiple players.
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Understood where we made mistakes during the process of making the game and how scope is essential to making larger games.
04
Card Game


Student Project x Tiny Rebel Games
Level Designer and Narrative Designer
Tarot Fiasco is a third-person exploration, first-person card battle game.
Design Goals/Aims:
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To create a memorable narrative experience, which is supported by the level design
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To make exploration an main part of this experience by rewarding players who explore.
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Make each level tell a certain story and allow the player to soak up all the narrative points
Learning Outcomes:
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Gained a much better understanding on how to create level and make them intriguing, as well as dictating the player's path with a fixed camera angle.
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Valuable experience of working with a client brief and working towards a strict deadline to create a unique game, that makes us standout among the rest of the class.
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Developed my communications skills as we worked with a large team of 10, from multiple departments.
05
Serial Killing


Nightmare In Surance
Student Project
Lead Level Designer
Nightmare in Surance is a Fast-Paced Top-Down Strategic Serial Killing game. With an 80s neon synthwave art style
This game has an over-the-top sense of humor
Design Goals/Aims:
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Develop the game with the whacky, fun and quirky style we initially planned and keep that at the heart of it.
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Use level design in a way that rewards players who are strategic but doesn't hinder too much, players who are more head first into danger.
Learning Outcomes:
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Developed my lighting skills and gained a deeper understanding on the lighting tools available in Unreal.
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Making levels for the top down genre, and how the level design can be used in a different way to direct the player towards certain areas of interest.




