Game Design Portfolio
Professional Projects:
Retro Drive 2


I worked as a Level Designer and Narrative Designer on the currently unleased Retro Drive 2 - An open-world driving game set in a synthwave dystopia, made in Unreal Engine.
Due to NDA, I am unable to detail the exact content of what I worked on during my time on the project.
- Worked on level blockouts and mission areas, designing environmental flow
- Wrote character dialogue and extensive lore bible
- Implemented narrative content via Blueprints
- Collaborated with Art, Code and Tech Designers
- Prototyped a dynamic collectible system
Personal Projects:
Medieval Cathedral Scene


I set out to design an atmospheric interior that would evoke a fantasy setting but with realistic visuals. The aim was to create an eerie yet curious space that would prompt a player to explore and would make the most out of Unreal Engine 5’s lighting and post-processing capabilities.
The scene was made over the course of a week using Unreal Engine 5.
- Designed and built a detailed cathedral interior with modular assets and custom geometry.
- Utilised Unreal Engine 5 lighting systems (Lumen, point/spot lights, emissives) to create a dramatic and atmospheric mood.
- Applied post-processing volumes to enhance tone, contrast, bloom, and depth of field for cinematic visuals.
- Implemented volumetric fog, particle effects, and lens flares to add depth and realism to the environment.
- Optimised performance by managing lightmap density, draw calls, and level streaming
Dice Druid


I worked as a Game/Level Designer for this game jam, where the aim was to make a short fantasy-themed platform-puzzler, with some combat and AI functionality too.
The game was made over 3 days with a team of 2.
- Created level layouts for satisfying platforming.
- Implemented collectible system for dice pickup.
- Utilised AI functionality for combat with attacking enemies.
- Worked on character animations and projectile VFX.
- Designed puzzle system for opening gates.
Prime Time Panic


I worked as a Systems and Narrative Designer on this project, focusing on implementing the game state flow from beginning to end and having unique playthroughs each time.
The gameplay revolves around the player being an interviewer who has forgotten who they are interviewing. They must work out who they are speaking to by asking questions and interpreting the answers without getting caught!
- Developed dynamic question system that reacts to player choices.
- Balanced a 'suspicion' mechanic based on question selection to add difficulty and potential 'fail' states.
- Wrote entertaining dialogue for 4 unique characters.
- Designed and implemented the UI using the UMG Widget system.

This snippet shows the 'guessing' state, where the player has the chance to select the career of the interviewee based on the clues in their answer to previous questions.
This system dynamically retrieves and displays a list of the possible careers by iterating over an array and assigning values to the corresponding UI elements.

We streamlined dialogue implementation by importing CSV files to provide the lines for the interviewer and the characters.
This made dialogue re-writes and iteration much easier, since we could make edits in an external Excel file and re-import it all at once, rather than re-editing every individual instance of dialogue in engine.