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PROJECTS

Most of the games I have worked on

Main Projects

Breach Cover Image.jpg
Project Lead

Breach was created as my final year university project. I set out to create a game which is a unique spin on the Tactical FPS genre by adding player voice commands.​

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Contribution Overview

  • ​Designed and Developed the entirety of the project.

  • Designed a Unique voice command system which is ultimately the USP of the game.

  • Developed an industry standard Games Design Document.

  • Published the project to a commercial platform.

Breach
(2024)
Sanctum.jpg
Mechanics Designer

Sanctum infernum was created as part of a AAA module in my second year of university. With a team of around 30 we set out to make a game emulating the workflows which could be attributed to AAA. The games genre can be attributed to third person action adventure.

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Contribution Overview

  • Designed the following mechanics; DDR, card based ability system and a turn based combat system. These ultimately wouldn't end up in the final product.

  • Developed high detail documentation to push mechanic ideas to the design lead.

  • Engaged in weekly Scrum meetings to gauge progression.

Sanctum Infernum
(2023)
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Technical Designer

Auxesis was created for my second year design course collaborative assignment. We were tasked to create a game prototype which successfully displays gameplay mechanics. My group of 6 landed upon the idea of making a souls-like demo set in Greece with a unique art style.

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Contribution Overview

  • Took the lead role of programmer for the creation of the demo, contributing the most in the practical element of the task.

  • Contributed to the creation of a "AAA" Games Design Document.

Auxesis
(2023)
DBTN.jpg
Generalist Designer

Death Be Thy Name is a result of my first year collaborative university project, with a team of 10 we set out to make a First-Person shooter which evokes the feeling of the classics whilst adding a comedic spin.

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Contribution Overview

  • Designed the weapon system for the game.

  • Supported with level design.

  • Helped with the creation of art assets as we did not have the necessary amount of artists to achieve the final product.

Death Be Thy Name
(2023)

Game Jam Projects

Design Lead
Torment.jpg
Project Lead

Torment was created for the ACM New Years Game Jam. The brief of the jam was "A Balancing Nightmare!" The game is a First-Person Horror game with a focus on non-explicit storytelling.

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Contribution Overview

  • Developed & Designed the overall game concept.

  • Supported the development of the Narrative for the game.

  • Supported with ensuring that the Art Direction is concise and consistent.

Torment
(2024)
Swarm.jpg
Vermillion Swarm: X
(2023)
Design Lead

Vermillion Swarm: X was created for the ACM Winter Game Jam. The brief of the jam was "Retro". The game is a modern take on retro classics blending the simple movement mechanics of Star Castle with a "more modern" gameplay loop of the rogue-like genre.

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Contribution Overview

  • Designed the gameplay loop of the entire project including but not limited to the following; Player controls, Enemy Functions, Card system & Upgrades.

  • Led the team into creating a viable product by the deadline.

Project Lead

Prototypes

Design Lead
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Project Lead

After consideration of developing a VR version for Landship, I thought that it may be a good idea to experiment within Unreal Engine 5 focusing on Virtual Reality. In this project I am focusing on creating a robust first-person shooter controller similar to the likes of Half-Life: Alyx.​

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Contribution Overview

  • Worked with the UE5 VR template and learnt the general basics of how it is set up.

  • Iterated upon the VR Pawn component. Adding: a procedural grip system, a locomotion system and physics based hand controls.

UE5 VR Project
(2025)
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UE5 Souls-like Demo
(2025)
Design Lead

This is the first prototype which I worked on in Unreal Engine 5. Throughout this project I would learn the engine and develop my portfolio to show the ability to work within different engine options. I  worked on a Souls-Like game as it would allow for a varied amount of mechanics which I could design and develop

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Contribution Overview

  • Iterated the third person controller template to fit the typical "Souls-like" gameplay (roll, target lock)

  • Designed and developed a basic boss fight system (boss trigger, boss health bar, music trigger, AI behaviour tree) and basic enemy

Project Lead
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