I analyze how players respond and adapt to mechanics
to find the fun waiting to be discovered.

Hex & Havoc won 3rd place for both the
Level Design and Narrative Design Awards

Game Republic Student Showcase Award Winner

Small Team Game Design

From ideation to polished level in 10 weeks.

Game: Hex & Havoc

Genre: Magic FPS

Role: Game Designer

Tools: UE5, Ableton Live, Figma

My contributions:

  • Created and implemented all VFX

  • Defined level design metrics and level designed first 3 rooms and first 2 enemy encounters

  • Wrote the onboarding and level completed dialogue script

  • Tech designed the dialogue and lore pickup systems and the EQS for the knight enemy behavior

  • Implemented the UI, SFX, music and VO

Horror Puzzle Gameplay

Developing Ghost Girl from ideation to polished experience

Gameplay: Third-person

Genre: Puzzle, Survival Horror

Role: Game Designer

Tools: UE5, Ableton Live, Figma

My process:

  • Ideated game concept and narrative

  • Researched puzzle design inspiration

  • Protoyped and playtested puzzle mechanics

  • Created SFX, VFX, wrote script and recorded voice over

  • Improved game feel wih camera movements

Combat Mechanic Design

Prototyping my game Prism’s combat mechanics

Game: Prism

Genre: Sci-fi Action Adventure

Role: Game Designer

Tools: UE5

My process:

  • Identified and iterated over potential gameplay features

  • Validated mechanics through play testing

  • Defined and adjusted user stories based on what players should think, feel and do during gameplay

University of Staffordshire GradEx Winner

Whispers in the Wood won 2nd place in the Post Graduate

Narrative-Driven Horror

Developing Whispers in the Wood from ideation to polished experience

Genre: Survival Horror

Role: Game Designer

Tools: UE5, Ableton Live, Figma

Gameplay: First-person

My process:

  • Researched how environment objects can impact players’ perception of characters

  • Protoyped and playtested gameplay loop

  • Created SFX, VFX, wrote script and recorded voice over

  • Improved game feel wih camera movements

FPS Mechanics Play Test

Play testing mechanics to inform feature updates

Genre: Sci-fi FPS

Role: Lead UX Researcher

Studio: Irradiate Games

My process:

  • Reviewed and organized initial feedback to define research goals.

  • Planned, conducted and analyzed play test sessions.

  • Discussed and delegated feature updates for the Tech Department.

Tools: Miro

Mechanic Onboarding Redesign

Analyzing player feedback for update opportunities

Game: Metroid: Dread

Genre: Metroidvania

Role: UX Researcher

My process:

  • Observed and documented Metroid: Dread players’ motivations and frustrations with the game.

  • Affinity mapped findings and created player personas to inform potential mechanic updates based on player needs.

Tools: Figma, Miro