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