Games and Educational Experience
My Background:
I have over 4 years experience as a private tutor and have worked with industry-leading agencies, such as Pembroke Tutors, The London Education Company, and Chancellor's Tuition.
I have also worked part time at institution such as The Westminster Cathedral Choir School and The Good Shepherd Catholic School, Shepherd's Bush.
During this time, I have specialised in teaching Key Stage 3 curriculums to years 6-9, including ISEB, IELTS, CfE (Scotland), and Consortium, with particular focus on English, Maths and Sciences.
Game Design:

I have experience in several game engines, such as Unreal Engine, Unity, Godot, and Creation Kit.
I have worked across the AAA and Indie space on a wide range of genres and themes, including: Action, Adventure, Fantasy, Role-Playing, Exploration, Platformers, and Puzzlers.
Within these roles, I have worked in a number of different disciplines depending on what the project demands were, such as: Mission/Quest Design, Level Design, Narrative Design, Dialogue Writer, and Programmer.

Project: Dice Druid
Timeframe: 3 Days
Brief: To create a Puzzle-Platformer where the player has to use problem-solving and arithmetic skills to progress through the level.
Execution:
- I started off by blocking out the level area, including alcoves and a winding path in order to promote and reward player exploration.
- I implemented a collection mechanic, which was designed to teach the player that they needed the correct number on their floating dice to open the locked gates. I accompanied this with simple addition puzzling, where the player would need to combine the correct die in order to progress.

Project: Per Tempus
Timeframe: 1 month
Brief: To create a Murder-Mystery deduction-based puzzle game that simultaneously taught players about the history of the 18th century Strawberry Hill House in Twickenham and it's owner, Horace Walpole.
Execution:
- I started off by researching the history of the West London mansion, looking for interesting themes that might suit as a compelling setting for the narrative. This was found in Walpole's friendships with other aristocratic families, as well as the stately home's different uses throughout the centuries.
- To make the most of this history, I implemented aspects of time travel in the narrative, with the player being able to travel through different eras of time in the house in order to solve the mystery, learning about each period as they go.

- I also implemented exploration and item-based puzzles, where the player must explore Strawberry Hill House and use the objects they find to solve language-based riddles. These language riddles were often sown into dialogue or were based on historical artefacts found in the home.
- By solving these riddles, players would eventually unlock the name of another historical figure and can input this name in their time-travel device to progress the story along and speak to this new character.