I'm a BSc Hons Computer Games Technology graduate, having achieved a 2:1 at Anglia Ruskin University. I have had experience with C#, Unity, and Unreal, across the platforms of PC and VR, and I specialise in Level Design. My years of creative writing as a hobby have linked into my Game Design pathway at University, and have enabled me to develop games with a creative and story-led perspective.
I play a variety of games, from shooters to soulslikes to racers. I particularly enjoy titles such as Monster Hunter: World Iceborne and Dark Souls 3, and my love of computer games in general was sparked by the original Roller Coaster Tycoon and Lego Star Wars 2: The Original Trilogy. Outside of the digital format, I also engage in Dungeons and Dragons and Magic: the Gathering, both of which get me out of the house to enjoy an evening in the company of friends.
Creative writing is another passion of mine, as I love crafting worlds and storylines. I've written fanfiction for several years, and have built up a community of online friends from around the world, and have written collaboratively with them as the story unfolded. Currently, I've moved my focus onto developing an original work, set in a science-fiction universe featuring giant robots, which I hope to eventually publish. I love diving into the mechanics of a realistic world, and have researched, designed, and simulated my own scientifically plausible solar system as a setting.
If you'd like to see a copy of my CV or want to know more about the games I've worked on, please get in touch via the link below.
Mech VR Game
Solo Project
Anglia Ruskin University - Year 3 - Trimester 2
Unity, C#, Oculus Quest 2
This was a passion project I produced as my final solo project at university. I really wanted to try making something like Titanfall 2 in VR, allowing the player to get into and out of a mech that they can pilot. Aside from feeling like I was a Gundam pilot, I really enjoyed working with my enemy AI in this project. I brought forward some lessons I learned while working on Redline, but changed things up by adding new features like awareness of the player, patrol routes and requests for units on those routes, and aiming weapons with a humanoid rig rather than by using a turret.
Redline
Solo Project
Anglia Ruskin University - Year 3 - Trimester 1
Unity, C#
Redline was made for a course module about learning how to work with Unity's wheel colliders. I decided to make a realistic car controller mashed with an arcade racer like Mario Kart Wii, which was a fun challenge. This was the first time I used enemy AI, combining a waypoint system with raycast 'whiskers' for navigation. It was also the first time I tried out using Unity's terrain system, which was an interesting exploration.
Ballstars
Team Project
Anglia Ruskin University - Year 3 - Trimester 1
Unity, C#
Ballstars was a team project, where I was the designer in a team of three programmers and two artists. The brief was to create a 'playground game,' and we chose to focus on dodgeball. I was responsible for level design, and the effects and balancing of the different balls.
Land of the Gododile
Solo Project
Anglia Ruskin University - Year 2 - Trimester 2
Unreal Engine 4
The module that I produced Land of the Gododile in was focused around UE4's terrain and landscaping tools. I made a kind of tropical island, where the player has to feed the almighty Gododile by hunting the various animals that live there.
Dragon Tower
Solo Project
Anglia Ruskin University - Year 2 - Trimester 1
Unity, C#, Oculus Quest 2
Dragon Tower is the result of a module that introduced us to VR. We were tasked to make a puzzle game capable of being played within a single room, and I decided to go for a fantasy theme of loading a ballista to shoot a dragon.