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It Only Takes One - Interactive Proof of Concept
Trigger warning: This article mentions harassment and sexual assault; the videos on this page may be triggering for those who have...


Why Did They Stop Playing?
A few years back, an article did the rounds saying that only 10-20% of video games bought actually get finished. Whether this stat is...

Blot: A Perfectly Normal Puzzle Game - Dev Diary #1
A little earlier this year, I embarked on a new adventure developing a side-scrolling puzzle game titled Blot: A Perfectly Normal Puzzle...

The Last Sprite - Holistic Design
Daniel Clark of IGN describes holistic design as "harmony between mechanics and aesthetics." This is something that's been important to...

The Last Sprite - Documentation
In game design, creation of clear design documentation is incredibly important, even when working as a solo developer. Throughout...


The Last Sprite - Machine Design
The Last Sprite's core gameplay loop sees the player explore to find machines. They need to platform to reach each machine, slam a button...

The Last Sprite - Moveset Design
From the outset, one of The Last Sprite's design pillars was 'rolling player character'. My desire to include this came from experience...

The Last Sprite - Level Design
By the time I began designing The Last Sprite's world and platforming areas, I'd already spent weeks working on player movement...

The Last Sprite - Technical Design
As the sole developer working on The Last Sprite, I was responsible for all Blueprint visual scripting. I’ve picked out a few pieces to...


Radiance - Narrative Design
Radiance tells the story of Clarus, a human test subject tasked with reactivating the emergency systems aboard a research vessel under...

Radiance - Technical Design
I worked as a hands-on designer during Radiance's development, implementing gameplay within Radiance's single level utilising...

Radiance - Documentation
As we were working with a multi-disciplinary team that included artists and coders, it was essential that our game bible and...

Radiance - Time Loop Design
At the outset of Module 4, we had in mind that we’d create a level that began players in a test chamber aboard the Erudition (the...

Radiance - Overview
Radiance is a third-person action-adventure game that centres on telekinesis puzzles and a time-looping mechanic. Players take control of...


Impossible Rescue - Technical Design
I contributed most Blueprint code to levels 1 & 2 of Impossible Rescue. This includes level Blueprinting, but also creation of player...


Impossible Rescue - Metatext Feature Design
Metatext is in-world text that pops up as the player draws near. It is used in tutorialisation, to encourage exploration, and to add...


Impossible Rescue - Puzzle Design
Sema and I determined early in Module 1 that Impossible Rescue would have shooting-oriented puzzles to help fulfil the stakeholder brief...


Impossible Rescue - Combat Design
Key to making Impossible Rescue a fun game to play was the design and creation of exciting, impactful combat. It needed to be tense,...


Impossible Rescue - Level Design
I created levels 1 and 2 of Impossible Rescue in Unreal Engine 4. The stakeholder brief specified the approximate length of each level,...


Impossible Rescue - Narrative Design
Narrative is a core part of Impossible Rescue, and forms one of the game’s more long-term, hour-to-hour compulsion loops; the player...
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